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DC Super Mutants won't use FO3 weapons

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
ersa321
Posts: 44
Joined: Wed Mar 11, 2015 4:30 pm

One reason the Super Mutant

Post by ersa321 » Sun Mar 15, 2015 12:35 pm

One reason the Super Mutant don't use those weapons and it's a long shot, is that their unarmed attack does more damage then the guns do (both the Assault Rifle and Chinese Assault Rifle in the Super Mutants inventories is just a slither away from being broken).


They do have bullets



Edit: Brick doesn't seem able to use Eugene either, she'll have it equipped but will revert to using her fists in combat (even if given ammo)


 


Edit 2: I think there might be some scripting errors involving some FO3 weapons and some npc's which stops them from using certain FO3 weapons. Do I have any mod that could cause this?



 


Clover won't use Lincoln's Repeater, she'll equip it if it's given to her but won't use it.


 


Raiders and Talon Company don't seem to be affected by this


 



TrickyVein
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In the future, please edit

Post by TrickyVein » Sun Mar 15, 2015 5:39 pm

In the future, please edit your own posts instead of responding to yourself.



ersa321
Posts: 44
Joined: Wed Mar 11, 2015 4:30 pm

Sorry about that.

Post by ersa321 » Wed Mar 18, 2015 3:15 am

Sorry about that.


The weapons that super mutants can use are pretty much the same as their Mojave Wasteland counterparts (Assault Carbine, Incinerator Light Machinegun, Missile Launcher, Hunting Rifle,Nail Board, Sledgehammer and Rebar Club), though haven't seen one use a Minigun or a Super Sledge yet.


 



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Puppettron
Gary
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it's gotta be a mod conflict

Post by Puppettron » Wed Mar 18, 2015 3:56 am

it's gotta be a mod conflict of some sort, but i got no idea what's the root cause would be.  


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.

ersa321
Posts: 44
Joined: Wed Mar 11, 2015 4:30 pm

The only two weapon mod that

Post by ersa321 » Wed Mar 18, 2015 4:17 am

The only two weapon mod that alter weapons is WMX and the Vending machines of the wastes.


There is also the possibility that the weapons that npc's won't use weren't modable in FO3, though the only way to test this is to reverse pick pocket a super mutant and give him an unaltered weapon from FO3 (Alloy Steel Assault Rifle)


edit: they won't use the Alloy Steel Assault Rifle either, a weapon that wasn't altered by TTW


edit: Xedit won't really work for me (other then the Skyrim and FONV edits), the zip openers I have won't open the zipped file to make a merged patch


 


edit2: do enemies have a list of what weapons they can and can't use somewhere in the Geck (I have no idea what to look for)? Because the FO3 weapons that weren't in ported to New Vegas aren't usable in FONV (some reduced to display items at Mick & Ralph's) and were the npc's updated to acknowledge that the FO3 weapons are now usable.  (or is this happening to just me).


 


another edit: checked a DC Super Mutant on the Geck and under the inventory tab, double clicking on the listed weapon with the green box with question mark next to it didn't open a sub menu (like it did with some of the other super mutants I looked).



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RoyBatty
Gary
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Location: Vault 108

Use 7zip, it's free

Post by RoyBatty » Wed Mar 18, 2015 9:55 am

Use 7zip, it's free


you have to make a merge patch, or stuff WILL be broken.


 


Image

ersa321
Posts: 44
Joined: Wed Mar 11, 2015 4:30 pm

what should I do after the

Post by ersa321 » Wed Mar 18, 2015 1:36 pm

what should I do after the merged patch to check for errors, so I don't screw everything up(I used merged patch on the FalloutNV ESM).


Also will I be able to still use console commands that require the first digits to be from the mods load order number.


Did a filter and this comes up for about 20 of the DC SuperMutants (though the ones that flagged as having missile lanuchers and miniguns actually use them)


<Warning: Unused data in:  \ [0A] Fallout3.esm \ [29] GRUP Top "CREA" \ [181] CrSuperMutant2MinigunADC "Super Mutant Brute" [CREA:0A092C4F] \ [7] NIFZ - Model List>


edit: It's pretty much only the Brutes and slandered Super Mutant that suffer from this (Master and Overlords mainly use Assault Carbine, Light Machine Guns and Incinerators).


edit2: might be a dumb question what do you do with the TTW patches that's in the resources folder when you download TTW, there's no mention of it on the Alpha Download page.



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

You don't do anything with

Post by TJ » Wed Mar 18, 2015 3:45 pm

You don't do anything with the files in the resources folder. That is for the installer. 


 


If you're having SMs not using weapons, it's a LL issue, and a merge patch should fix it, but as Puppettron said you have to make one for the entire load order, not just FNV.esm.


 


Console commands will be unaffected.


 


You don't do anything after making a merged patch. An experienced mod user would go through the patch and make sure everything is done correctly, but you don't seem to have much experience so take FNVEdit's merge patch and consider it good.


My project Dash is on Kickstarter!



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Puppettron
Gary
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in particular, check to make

Post by Puppettron » Thu Mar 19, 2015 12:08 am

in particular, check to make sure the formlist SuperMutantWeapons (0003a15e) isn't being slimmed down below TTW's entry for it.


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.

ersa321
Posts: 44
Joined: Wed Mar 11, 2015 4:30 pm

After completely uninstalling

Post by ersa321 » Fri Mar 20, 2015 12:52 am

After completely uninstalling and reinstalling the game with only one mod from LL (for some reason body replacers won't work without it). Plus a merged patch the Super Muntants are now using the FO3 assault rifle.


I also reinstalled WMX using RoyBatty's instruction (something I didn't do the first time) and am no longer using TTW quest overhaul (An LL mod that alters the Super Mutant so you can finish some some quests linked to them with a peaceful solution)



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