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Tenpenny Tower- Shops' Inventories missing during ghoul attack

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Kerm
Posts: 9
Joined: Mon Jul 14, 2014 3:32 pm

Tenpenny Tower- Shops' Inventories missing during ghoul attack

Post by Kerm » Thu May 26, 2016 4:05 pm

FO3 content, Tenpenny Tower. I decided to let the ghouls swarm the place so that I could get the inventories of the merchants with minimal risk. However, once the ghouls are attacking, the inventories (including safes) are empty.


I reverted to a pre-invasion save, and sure enough, the inventories were there.


I googled this problem, and couldn't find anything on it. 


Could be a mod issue, I suppose, though I can't recall any of the mods I've installed nerfed the game in this way.


I've not done this quest this way before, but I saw someone else do it, on an xbox, where he could get the shops' inventories during the attack. 


 


Modlist:


http://pastebin.com/64NvHWCg



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

I wonder if a mod updated a

Post by Mystical Panda » Thu May 26, 2016 5:04 pm

I wonder if a mod updated a list or script somewhere and that's what's causing the problem. If you haven't tried it yet, you might try using Wyre Bash and use that to create merged lists. If that doesn't work, try adding bash tags to those mods where mod authors didn't add them, re-bash it and see if  that fixes it. Might be two things to check out.



Kerm
Posts: 9
Joined: Mon Jul 14, 2014 3:32 pm

..I just said that the

Post by Kerm » Thu May 26, 2016 7:56 pm

..I just said that the contents are there before the invasion. It should be the same inventory, same loot list, regardless of the invasion happening. I already have a merged patch.



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

Thing with the ghoul invasion

Post by Puppettron » Thu May 26, 2016 10:47 pm

Thing with the ghoul invasion is that it all takes place in a different set of cells than the tower normally. There's scripts there to move the contents of the safes into the attack cells to prevent duplication, so for whatever those scripts aren't working right on your game. Idunno the scripts right offhand though, can remember to post their formids later
perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

Kerm
Posts: 9
Joined: Mon Jul 14, 2014 3:32 pm

Can anyone confirm that this

Post by Kerm » Fri May 27, 2016 10:28 am

Can anyone confirm that this script is working on their game, so we can tell whether or not it's a TTW/FO3 thing, or if it's one of my mods?



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

I'll check that one today and

Post by Mystical Panda » Fri May 27, 2016 12:54 pm

I'll check that one today and see; I'm looking to see if the inventories disappear during the actual invasion and are still missing afterwards right? or just during the invasion?



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

Works fine in my game, rise

Post by Puppettron » Fri May 27, 2016 4:40 pm

Works fine in my game, rise has never reported it either
perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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