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Bug Report - Into the Pitt

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
CourierandWanderer
Posts: 73
Joined: Thu Jul 09, 2015 11:43 pm

As I said in my update, it

Post by CourierandWanderer » Fri Jul 17, 2015 3:50 pm

As I said in my update, it was a savegame error.


Additional Note: The FNV DLC quests except the one for Lonesome Road will not start when I begin with FO3. Is that normal? I'm guessing that they don't appear until I travel to the Mojave? Well, if they don't start after traveling miles away from DC, then maybe console commands would do the trick. The console commands may not work for the FO3 assets, but they do work for the ones from FNV. I'm not sure if this is related to the load order.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

The console commands for FO3

Post by Gribbleshnibit8 » Fri Jul 17, 2015 4:45 pm

The console commands for FO3 stuff DO work, you just need to correct the load order index used before them. So a Pitt quest would be '0A' (without Courier's Stash, '0E' with). You have to account for the difference, and in some cases content that was left in FNV is used by FO3, so it can be hit or miss (don't have an example right now).


To account for load order of ther DLC after Fallout 3 (06 w/o CS, 0A with) add 4 to the load index, remembering that load order uses HEX, which is base 16 starting at 0 and going through F, where A, B, C, D, E, and F represent the numbers 10, 11, 12, 13, 14, and 15 respectively.



CourierandWanderer
Posts: 73
Joined: Thu Jul 09, 2015 11:43 pm

Wait, the numbers and letters

Post by CourierandWanderer » Fri Jul 17, 2015 5:37 pm

Wait, the numbers and letters next to the mod names are the first two digits for the object codes? Whoa, that's something! Do the letters have to be capitalized, or can they also be lower-cased?



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

Proof positive you didn't

Post by JaxFirehart » Fri Jul 17, 2015 7:38 pm

Proof positive you didn't read the whole document I linked, considering that all that is covered there.



AnvilOfWar
Posts: 208
Joined: Wed Oct 09, 2013 7:59 am

Tricky, I hate to drag this

Post by AnvilOfWar » Wed Jul 22, 2015 1:39 pm

Tricky, I hate to drag this thread up, however I can actually confirm this odd behavior.


However I can tell what and why it happened as well, and how to fix it.


If you go to the radio tower that Werhner is at, and under attack by raiders and save him, he only says "We have to keep moving". Now the difference is, it seems that if you don't listen to the distress signal and get the quest "Into the Pitt" active, he won't acknowledge you as coming to help. Which seems a little odd, you'd think he would just talk to someone and then the quest would start, that isn't the case. Now I am also using Gribb's TTW Delay DLC, so i'm not 100% positive if that is somehow a minor conflict with starting the quest. One would assume that either listening to the radio broadcast OR talking with him directly would start "Into the Pitt" however that doesn't seem to be the case.


TLDR: Listen to the distress signal, to have "Into the Pitt" active, or Wernher will ignore the PC and only say "we have to keep moving."



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

Yep that is all in Delay DLC.

Post by JaxFirehart » Wed Jul 22, 2015 6:13 pm

Yep that is all in Delay DLC. Just need to change the script to activate when the player gets close as well or something. Should be an easy fix if Gribs every gets around to it.



AnvilOfWar
Posts: 208
Joined: Wed Oct 09, 2013 7:59 am

JaxFirehart wrote:

Post by AnvilOfWar » Thu Jul 23, 2015 2:45 am

[quote=JaxFirehart]


 


Yep that is all in Delay DLC. Just need to change the script to activate when the player gets close as well or something. Should be an easy fix if Gribs every gets around to it.


[/quote]


Cool Jax, I'm glad someone with scripting knowledge looked it over. I personally wouldn't know what I was looking at or even for in that case. Now to me it's not a big deal, it just was unexpected that Wernher himself wouldn't trip the quest when speaking too him. But minor techincallity aside, rather have that then be barraged with quests that I might not start for weeks, right as I walk out of the vault. :)



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