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Supermutant Rebalance Doesn't Seem to be working.

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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RoyBatty
Gary
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Uhm did you try to install

Post by RoyBatty » Mon Sep 28, 2015 7:25 pm

Uhm did you try to install TTW into an already present NV save game? That probably won't work.


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Callum93
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Yes I did and it has worked

Post by Callum93 » Mon Sep 28, 2015 11:30 pm

Yes I did and it has worked just fine. 



All I did to make it work was use console command to open Vault 101 and then walk to the quest trigger for "Escape" (it's just outside the room where the Oversear talks to Amata with the officer). Having completed that quest I can now continue the main questline of Fallout 3.



The one and only issue I'm having is the super mutants. Although as I said, some of them do have shitty pathfinding.



I have completed Operation Anchorage already, along with some of Wasteland Survival guide and I've just completed Three Dog (owwww)''s quest. It's definitely working.



TrickyVein
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Callum93 wrote:

Post by TrickyVein » Mon Sep 28, 2015 11:36 pm

[quote=Callum93]


Yes I did and it has worked just fine. 


[/quote]


Except for the parts where it doesn't.



Callum93
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The one and only part being

Post by Callum93 » Mon Sep 28, 2015 11:37 pm

The one and only part being the super mutant rebalance... 


Gz on that one TrickyVein, would have been a lot better if what I was suggesting was actually stupid. 



Try to make smart comments in places where they would actually be smart.



You must be the first moderator I've seen make an insulting comment to someone who has reasonably explained themselves and made complete sense. And on a complete side-note, the mod is advertised as Alpha, which I guess means it's working; "except in the parts where it isn't". 



I am unconvinced the pathfinding is related to this mod because that was confined only to one building and I have explored a fair amount of the game with the mod active and it only happens in the DC museum.


All I'm asking is for help on this, can we do it without getting into an argument by making snide (incredibly obvious) remarks? We're all adults here. 



Lastly, the Super Mutant rebalance isn't even the crux of this mod and is an optional -feature- added later on in the development of the mod? 



If the reason is simply that It is not a new save game then I can very easily test this. - I will make a new save game, use console commands to make my character as powerful as the current one so the test is fair and then see if the super mutant DT has been correctly reduced. I will let you guys know if this turns out to be the issue, which it very well could be.



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Risewild
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Tricky wasn't insulting he

Post by Risewild » Tue Sep 29, 2015 3:24 am

Tricky wasn't insulting he was stating the obvious, there is a difference cheeky. We are all adults here but you have no idea how many times we had users with problems that only got fixed when someone pointed the obvious to them, we deal with thousands of different people around here and we never know when someone needs the obvious and unfortunately it happens way more than it should, which is sad.


TTW specifically states that people should start a new game after installing for the first time, if not any kind of problems might appear (so you ignored the obvious already stated in this site, and that might have made Tricky thinking that you might need a obvious push cheeky ), we have had people that continued a save game after installing TTW and pretty much everything worked fine, we have had people that did the exact same thing including getting tips from those that it worked fine and their games were a disaster or downright unplayable, it is not something that "fits all", FO3 and FNV games by themselves already play differently in each player's computer, hardware and software affect the games, mods affect the games, even something like a firewall, antivirus or even compatibility mode or admin mode can make it work right or wrong. Not trying to sound mean or rude I am just saying how it is and writing never shows well what the feelings of the writer are smiley.


I am glad you're not one of those that need the obvious to be stated smiley now that we put that out of the way we will wait for your results with the new game and hopefully it will help us to find a way of fixing it.


Hope you can play without any problems soon yes.


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CDTalmas
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Callum, are you aware of how

Post by CDTalmas » Tue Sep 29, 2015 3:27 am

Callum, are you aware of how the Quest system functions in this game? The stages? The code? If certain things haven't fired (aka, certain instances of game haven't launched or certain equations haven't been met), there ARE going to be some major issues. Yes, all from not working off of a clean/new game. You seem very sure of your setup, so obviously "you know better" than everyone else what the problem is. I'm failing to see why you haven't rectified it yourself and are not currently explaining the solution to us. We're here to help troubleshoot problems from TTW if we can, but we can't isolate it to TTW nor its mods if other mods or unfollowed instructions are in the list.



Callum93
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Are you CDT?

Post by Callum93 » Tue Sep 29, 2015 3:50 am

Are you CDT?



I am only aware of how it functions in relation to other Bethesda games and have in the past used console commands to spawn characters / change situations that have been altered by mods to enable the game to work correctly and have done so with great success. A great example of this is in Skyrim where certain mods affect major npcs / questlines - sometimes outright resulting in entire questchains/npcs not spawning. It's not a very clean way of doing it but -yes- it usually works.



I can only speak through trial and error when it comes to this but yes that sort of thing does make sense and having run through the vault in the way I have done does have the main quest line working flawlessly -so far-.



I terms of the pathfinding issues, the reason that I think it's not related to the mod is I have seen things like this happen in unmodded Bethesda games because let's face it - Bethesda does make a lot of mistakes and blunders when it comes to their games and pathfinding is sometimes one of those things (looking at skyrim again). I was playing Skyrim last week and when I went to do Dawnguard (first time on a fresh save) the entirity of the Dawnguard was hostile on arrival and no matter what I did, slaughtered me. I had to make a new save to solve that problem! And that was with all unofficial patches installed as well.



What I'm trying to say is that when you get involved with using mods, I'm sure we can all agree - you go out of your way to make them work with the setup you have, sometimes resulting in unclean setups and essentially emulated scenarios in an attempt to make things work as best as they can. I am by no means an expert in modding but up until now I've never come on a forum and asked for help with a mod. This time I am truly stumped and for whatever reason on this occasion I was stupid enough to come here first instead of making a new game and testing it; normally I'd have done that.




Thanks Risewild, I guess I've been one of the lucky ones so far but hell Fallout 3 is a huge game so I've only scratched the surface with TTW ! 



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RoyBatty
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You need to understand when

Post by RoyBatty » Tue Sep 29, 2015 4:29 am

You need to understand when there is a team of mod makers, who combined have a staggering amount of knowledge about the game and how it functions. Then a user comes along and goes "no your wrong because I did this in Skyrim and it worked fine", it's not only interpreted as insulting, but also that the user has a flippant "I know more than you" attitude.


You can understand that the staff and other users may have a low motivational level to help such users. So basically if you don't want to follow instructions, or any advice except what you want to hear, then you're on your own.


As for any bugs reported, we have to make sure that it is TTW related and *only* TTW related that something is not functioning as intended. That means it needs to be tested from a clean game with no mods. It is not our obligation to fix or patch around other people's mods (however myself and many others do make an effort to do so) and that is on the end user or other mod authors to do.


It's also stated in our FAQ that we do *not* fix vanilla bugs. The issue with navmeshes in the Museum are strictly a vanilla bug related to Broken Steel because it deletes the navmesh there and replaces it (and does so in many other places). It is well known that this is a bad thing to do and will break navmeshes. TTW Fixes addresses the issue here, but only from a fresh game install. It can't be added later and have the fix work, the engine has already associated the doors and other persistent references with the other navmesh.


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Callum93
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And I just said to you that I

Post by Callum93 » Tue Sep 29, 2015 5:21 am

And I just said to you that I'm going to test this on a fresh save to let you know if that fixes the issue.



I don't ask you to work around other people's mods at all, personally I'm surprised you would bother to do that.



But whether you like it or not, triggering the "Escape!" quest DOES make the main quest line work correctly at least up to Rivet City which is as far as I went with it, It's not likely that I'll continue on that save to find out but so far in terms of the quest line there are no visible problems. Not to mention the same glitches and exploits that exist in Fallout also exist in part/whole in Skyrim, so it stands to reason that -certain- workarounds would also be relevant, however dirty they may be.  



And yes, It was very silly of me not to test this on a fresh save before coming here, which generally fixes issues with most mods I've had in the past (wasn't a clever moment on my behalf). I'm sorry but if your staff cannot refrain from acting like douches to people that are using your mod and asking very reasonable questions / admitting that they've done something stupid, they shouldn't be doing something on the internet in a supportive role.



The only reason I stated that I'm not new to the modding process is because your history of responses on this website were very confrontational towards users who had obviously just bought the game and never installed a mod before.



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RoyBatty
Gary
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Excuse me but we don't have

Post by RoyBatty » Tue Sep 29, 2015 6:05 am

Excuse me but we don't have to do anything, we don't have to release the mod, we don't have to support it. While we mostly try to be nice, some people don't have the same level of patience others do. We don't have to communicate with anyone on *their* terms, you are a guest in our house, please act accordingly.


Also people who demand things and act entitled to them are really annoying (to say the least). It's is not our job to educate people on modding, or how to mod. There is a very detailed and extensive FAQ that took a lot of time and effort that a lot of the "new users" who've never installed a mod before can't be bothered to read. That goes for the Installation instructions too, we get the same questions all the time. You have to understand that we simply do not have the time to personally help every user install mods nor teach them how to mod their game. There are *endless* resources on the internet for learning how to do that.


Now, did you have some specific question or problem that you need help with other than telling our staff how to interact with the user base?


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