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Bug Report - Dukov's Place Enclave (Vanilla?)

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MarchUntoTorment
Posts: 105
Joined: Thu Apr 10, 2014 7:56 am

Bug Report - Dukov's Place Enclave (Vanilla?)

Post by MarchUntoTorment » Fri Nov 21, 2014 8:40 am

Just another friendly neighbourhood bug report here, people!


Whenever I'm at Dukov's place, I get attacked by the Enclave. They appear to have set up shop there. This, while frustrating, would not be a problem were it not for a fact that they appear to have time-travelled.


I'm in a new game, and I'm no-where near the Project Purity quest that brings the Enclave to the Wasteland. Yet, there they are - armed to the teeth and out for my blood.


This appears to be a vanilla bug, according to Risewild - something to do with Broken Steel. I don't know if there's a fix, or if this is included in the official bugfix (although I have the official bugfix so if it is fixed, something else is wrong).


Anyone able to help out? I'd love to be able to see my buddy Dukov without getting torn up by a squad of Enclave commandos.


Thanks in advance!


Best regards,


MarchUntoTorment


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LT Albrecht
Posts: 182
Joined: Wed Sep 19, 2012 8:50 pm

That's a vanilla bug with

Post by LT Albrecht » Fri Nov 21, 2014 12:01 pm

That's a vanilla bug with broken steel. TTW tries not to change functionality or remove exploits in the base game as some people are very fond of them/some mods depend on them and when you begin adding bugfixes certain 'fixes' are rather subjective. These guys qualify as they're a means to acquire moderately high-end energy weapons quite early.


trollolololololol





 



MarchUntoTorment
Posts: 105
Joined: Thu Apr 10, 2014 7:56 am

Ah, right. Yeah, I was

Post by MarchUntoTorment » Fri Nov 21, 2014 12:10 pm

Ah, right. Yeah, I was actually having a chat with Rise about that as well - TTW is horribly imbalanced due to differences between FO3 and FNV, but at the same time, that's the way it should stay.


Anyway, know how to fix this? I still thought that it should be brought to the team's attention, so that it can be included in TJ's next TTW bugfixes release (assuming he's still making them).



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Unfortunately for the time

Post by TJ » Fri Nov 21, 2014 2:17 pm

Unfortunately for the time being he is.


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Kainschylde
Posts: 136
Joined: Fri Oct 12, 2012 9:47 pm

It was a squad? I'm often

Post by Kainschylde » Fri Nov 21, 2014 3:35 pm

It was a squad? I'm often randomly attacked by a lone Enclave soldier in various areas including Dukov's Place. I always assumed they were advance scouts.


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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

That was always my assumption

Post by JaxFirehart » Fri Nov 21, 2014 3:41 pm

That was always my assumption as well. It was a strange design choice, but I've never seen evidence that it wasn't done on purpose.



MarchUntoTorment
Posts: 105
Joined: Thu Apr 10, 2014 7:56 am

I'm seeing half a dozen

Post by MarchUntoTorment » Fri Nov 21, 2014 3:56 pm

I'm seeing half a dozen soldiers and an Enclave Super Mutant (from Mart's Mutant Mod).


Ask Rise - he says it's a Broken Steel bug.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

MMM multiplies spawns...

Post by JaxFirehart » Fri Nov 21, 2014 3:57 pm

MMM multiplies spawns...



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

That's happening because of

Post by TJ » Fri Nov 21, 2014 3:58 pm

That's happening because of Mart's. The spawn multiplier to be specific.


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paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

It's a vanilla Enclave spawn

Post by paragonskeep » Fri Nov 21, 2014 4:00 pm

It's a vanilla Enclave spawn point that IIRC Broken Steel causes to trigger early. I believe it's also leveled as I've encountered anything from a lone soldier to a squad to a squad with Deathclaw. Mart's increases spawns at any spawn point so that's part of why so many soldiers and the mutant. 


Just use Dukov's backdoor.


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