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Invisible Walls throughout DC

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chiknnwatrmln
Posts: 8
Joined: Sat Jul 11, 2015 7:54 am

Invisible Walls throughout DC

Post by chiknnwatrmln » Sun Sep 17, 2017 9:59 pm

Hi, I've been replaying TTW recently and have an odd bug. Here are my specs:


 


Win7


i7 3770k


GOTY Fallout 3


 


Let me preface this by saying that my install of TTW has lots and lots of mods - I've removed all of them and done a fresh install to try and figure out this issue. In many areas (Capitol Building West, GNR Plaza, lots of other areas I can't remember off the top of my head) there are large invisible walls blocking everything. This makes it impossible to progress through the area and pretty much shuts down parts of the game.


I was getting a message "You should check the room first..." when approaching these invisible walls. Through some research I found this was linked to a mod called "Alternate Start - Roleplayers" and a poorly modified vanilla script. I figured this would be ingrained in my savegame so I did what I thought best - moved my TTW to a different folder, did a fresh install of FO3 GOTY, FNV, and TTW with new inis and everything. Started a new game, coc'd to the Capitol (CapitolBuilding01 - the invisible walls are directly in front of where it spawns me) and the walls are still there.


Now here's where it gets weird.


I figured I'd fire up Fo3 (haven't had it installed for a few years, so this was a verified fresh install with no mods, fresh registry, inis, etc) and see if this happens. Started a new game, used SGTM to fast forward through the tut and coc'd the Capitol - the walls are still there.


What the hell is going on? I did a bit more research and got linked to some "invisible wall remover" mod that supposedly fixed this issue but is outdated. I've played Fo3 GOTY to the moon and back a few years ago and never ran into anything like this - on vanilla or modded playthroughs - and now I'm getting it on a fresh install.


Has anyone seen this before? This is driving me nuts. I've been spending what little gaming time I have troubleshooting and it's irritating. Thanks.


 


After more research, it seems an old mod "Fallout Remastered" fixes this problem, but it's been taken down pretty much everywhere. Is there any other way around this, not only for Fo3 but for TTW also?



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RoyBatty
Gary
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Location: Vault 108

Fallout Remastered doesn't

Post by RoyBatty » Mon Sep 18, 2017 11:58 am

Fallout Remastered doesn't fix anything, it's 99% nonsense and why it was taken down.


The collision primitives are tied to triggers that disable them when the player traverses through the building on a normal path. It sounds as if something is editing the script that is used by many generic triggers to disable these bounds. They are there on purpose to keep enemies from attacking the player when they aren't supposed to.


Randomly coc'ing into cells or cheating is going to create these kinds of issues and it shouldn't be done.


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Risewild
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Also, IIRC no alternate start

Post by Risewild » Mon Sep 18, 2017 12:55 pm

Also, IIRC no alternate start mod works with TTW. Unless the author made a version specifically so it works with TTW, but I never heard of anyone making one like that.


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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

I put together an invisible

Post by jlf65 » Mon Sep 18, 2017 2:19 pm

I put together an invisible wall remover for TTW. You can find it here. That should get rid of most of the walls in NV and DC. Some walls are left even in removers like this because they protect the player from faults in the map where you could fall through the world.



chiknnwatrmln
Posts: 8
Joined: Sat Jul 11, 2015 7:54 am

Thanks for the info guys,

Post by chiknnwatrmln » Thu Sep 21, 2017 10:37 pm

Thanks for the info guys, appreciate the responses.


Roy, that's some helpful info there - I knew those walls were there intentionally but didn't know their actual purpose. One specific person kept mentioning Fallout Remastered on every topic I could find about this, which isn't many - one can only learn so much from vague posts that are 7 or so years old.


I checked out the alternate start mod in FNVedit - the one that wrongly alters the scripts for these barriers - and sure enough the script edits are there. No other mod changes it, so I removed the mod and the walls were still there but after progessing through the area as intended like you suggested they seem to be gone. I'll do more investigation but it seems to be fixed.


As for the alternate start mod, I believe I used this one: https://www.nexusmods.com/newvegas/mods/59943/?


It claims to be made for TTW but it still has the same script issue as the Fo3 one. It changes that script to add an invisible barrier to the inside of the shack to force the player to read a note - when the player walks into it the "You should search the room first" message appears. 



chiknnwatrmln
Posts: 8
Joined: Sat Jul 11, 2015 7:54 am

Re: Invisible Walls throughout DC

Post by chiknnwatrmln » Sun Sep 16, 2018 3:35 pm

So a little update - I know this thread is old, but I ran into this issue again and finally solved it.

I got the same issue in one of the HELIOS One terminals (one of the two that are chained off outside) blocking me from accessing it. I found that Alternate Start - Roleplayers modifies a script called "TrigPlayerDisableSCRIPT" (0009A24E). My guess is that it uses this when a new game is started to block the player in the shack until they complete all of the related startup tasks.

By deleting the changes to this script, the invisible wall issue that I had before is gone. I have't gotten around to testing the Alternate Start mod without this script, but worst case scenario I can always change it back.

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