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Robots Refuse to Fight (2.2a)

General help and troubleshooting.
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Shamrokc
Posts: 4
Joined: Mon Apr 15, 2013 9:23 pm

Robots Refuse to Fight (2.2a)

Post by Shamrokc » Mon Apr 15, 2013 9:54 pm

It might be a mod conflict, but I'm not completely convinced. Mid level (20-25 range) wastelands robots don't seem interested in fighting. Mr. Gutsy and Sentry Bots both seem to notice I'm in front of them, but refuse to attack. I disabled all of the Mods in my list except MCM and oHud (my save refuses to load without them for some reason), but I imagine there might be something in the background (maybe a script or something?) that still effects the bots.


They do not fight back no matter who attacks, and Sentry Bots refuse to even move (occasionally they might rotate in place, but do not attack). I've tried kill/resurrect, disable/enable via console, making a clean save next to a Sentry Bot in full [DANGER] and resuming the game, no difference. I've also noticed that the Robotics Expert perk does nothing for them (But it does work on turrets and quests).


 


[collapsed title= Load Order]


FalloutNV.esm=1


DeadMoney.esm=1


HonestHearts.esm=1


OldWorldBlues.esm=1


LonesomeRoad.esm=1


GunRunnersArsenal.esm=1


CaravanPack.esm=1


ClassicPack.esm=1


MercenaryPack.esm=1


TribalPack.esm=1


Fallout3.esm=1


Anchorage.esm=1


ThePitt.esm=1


BrokenSteel.esm=1


PointLookout.esm=1


Zeta.esm=1


TaleOfTwoWastelands.esm=1


oHUD.esm=1


ArmorReplacers.esp=1 (texture/mesh replacers, shouldn't affect robots at all)


TTW_XPReduction.esp=1


TTW_MoreCookingItems.esp=1


TTW_StashPackOptions.esp=1


TTW_Bobbleheads.esp=1


The Mod Configuration Menu.esp=1


Realistic Portable Tent.esp=1 (TTW patched version)


friendofnightforfellout.esp=1 (perk fix for darker nights)


Auto Aim Tweaks 1_0.esp=1


LFox Bottle That Water.esp=1


LFox Cannibal Perk Improvements.esp=1


SoftDrinksRestoreDehydrationRevamped.esp=1


Fatigue - Loot the Unconscious.esp=1 (only works on NPCs)


Fixer - Temporary Addictions.esp=1


ImmersiveHealthNV.esp=1


ManualReload.esp=1


ManualReload-OldWorldBlues.esp=1


SnowGlobePerks.esp=1


SpottersBinocs.esp=1


Tuckered Out.esp=1


ProjectRealityMkIv5HDR.esp=1


ttwsydneyfix.esp=1 (changes Sydney's ai package to stop being a follower if Stealing Independence is completed, modified for 2.2a)[/collapsed]



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

Its a TTW bug, already fixed

Post by JaxFirehart » Mon Apr 15, 2013 10:01 pm

Its a TTW bug, already fixed on my end, working on getting an update out soon.



Shamrokc
Posts: 4
Joined: Mon Apr 15, 2013 9:23 pm

Alright, thank you. Feel free

Post by Shamrokc » Mon Apr 15, 2013 10:04 pm

Alright, thank you. Feel free to close the thread.



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

VaultLurker wrote:

Post by Risewild » Thu Aug 29, 2013 3:57 am

[quote=VaultLurker]


I have not had a single Robot attack me in DC since the very few first protectrons. While i see that there is a fix in the works, is there anything that we may be able to quickly change on our end to remedy this? It would be nice to have the challenge of the roaming sentry bots and robobrains actually firing from a distance.


Not game breaking, but sometimes it drastically decreases the difficulty of some areas in FO3. 


[/quote]


Better lurk a bit better around here laugh:


http://www.taleoftwowastelands.com/content/dem-robots-dun-shot-meh


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MrMedicinal
Posts: 83
Joined: Sat Jun 15, 2013 8:57 pm
Location: Two Sun, Arizona

Personally if i have a TTW

Post by MrMedicinal » Sat Aug 31, 2013 4:23 am

Personally if i have a TTW related problem/question, I always use the search engine on this site before resorting my google-fu. If you were to search the word "Robots" using the search bar at the top left of the site, the fix would had been the first thing to pop up.



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