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Mother Ship Zeta Bugs TTW Game Breaker

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knovack1
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Joined: Mon Dec 22, 2014 12:57 pm

Mother Ship Zeta Bugs TTW Game Breaker

Post by knovack1 » Sat Dec 27, 2014 8:36 pm

Found 2 Bugs in Mothership Zeta DLC with TTW.  One bug is in the Cyro Chamber.  The other is ALL the Teleporter Matrix's showing they can be used, when used NOTHING happens.


The Cyro Chamber bug is two doors lock behind you in a freeze chamber where the aliens are experimenting with humans.  You hit a switch in the chamber to kill the aliens within it.  When they die the doors open for you to enter.  When you enter after a few seconds they close on you, leaving you in the chamber with two locked entry doors that require a key to open, and there is no key.


Read some wheres them doors are on some timer, and eventually reopen.  Confirmed on wait 20 mins and the doors never open.  The only wy to get them to open is in the console type "unlock" which I think will break the rest of the areas behind that if you console through the doors.



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

thanks, we'll have our tester

Post by Puppettron » Sat Dec 27, 2014 9:23 pm

thanks, we'll have our tester look at these.


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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Risewild
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Joined: Mon Oct 01, 2012 9:14 am

I will have to get out of my

Post by Risewild » Sun Dec 28, 2014 2:57 am

I will have to get out of my lazy chair and test this stuff... But until new years I am really busy with family stuff, so I don't know if I will have the time to do it before 2015 broken heart.


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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

I just got a bit of spare

Post by Risewild » Sun Dec 28, 2014 6:44 am

I just got a bit of spare time laugh so I quickly tested the cryolab doors closing.


My findings is that it is not a bug, those doors are set up so they close and lock by themselves if the player passes across the doorway to the next room, blocking the player from going back. It is vanilla behavior and not a bug. If the doors close before the player crosses that doorway, then it is a bug, but that doesn't happen in my game.


About the teleporters I didn't checked them yet, but I seem to remember in the past in vanilla FO3 MZ DLC some teleporters would light-up like they were working but would not be working. Might be a vanilla bug but I will check it out later when I get another bit of spare time.


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

which would mean there's a

Post by Puppettron » Sun Dec 28, 2014 6:54 am

which would mean there's a door to go forward.


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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