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Troubleshooting visual glitches...

General help and troubleshooting.
Mystical Panda
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Joined: Wed Mar 30, 2016 2:02 pm

Troubleshooting visual glitches...

Post by Mystical Panda » Tue Apr 19, 2016 3:11 pm

I've always learned that signs/symptoms from one problem, might often point to a problem elsewhere that is often obscure or goes un-noticed or is completely unrelated. Here's a few graphic glitches I've encountered with this build out and was wondering what the causes might be, whether a bug, something I've done/missed, or even an idea where to start looking to debug it. Thanks in advance.


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

I'm going to assume you're

Post by TJ » Tue Apr 19, 2016 4:57 pm

I'm going to assume you're using an ENB based on the first screen shot. Rename the d3d9.dll (to d3d90.dll or something) and try.


Second screen shot I'd guess would be mesh or anim replacers. Or a problem with the gun mod. Or both.


Third screen may be a missed collision box on our part.


My project Dash is on Kickstarter!



Mystical Panda
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The first screenshot was

Post by Mystical Panda » Tue Apr 19, 2016 8:15 pm

The first screenshot was taken just using Reshade, no ENB; it's like the game engine reflections are looking strictly at the buildings in the background (taller building mod) rather than the sky. It corrects itself as I get closer to it. I'm testing out an ENB now to see what type of "correction" it does overall, but it wasn't on this one.


Let me check and see which mod adds the "Infiltrator", since this is the gun that's bugging out. The symptoms of it are:


* The gun is attached to the hand upside down. It's equipped, and can be unequipped that's all.


* It's like the gun isn't there. When you go to fire it, it just throws a punch. Though I think the super mutants carry and use them. I'll have to hunt some down and test it out.


I'm wondering if that's a type 3 problem. I haven't modded enough to equate the symptoms to a cause yet, but it might be a place to start looking.



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RoyBatty
Gary
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Upside down guns are a

Post by RoyBatty » Tue Apr 19, 2016 8:41 pm

Upside down guns are a vanilla bug.


Image

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

IIRC GNR doesn't have turrets

Post by Risewild » Wed Apr 20, 2016 8:29 am

IIRC GNR doesn't have turrets outside, on a Vanilla game.


Please someone correct me if I am wrong.


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Mystical Panda
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Aren't they supposed to be

Post by Mystical Panda » Wed Apr 20, 2016 11:34 am

Aren't they supposed to be the ground mounted ones? It's been quite awhile since I've played FO3. For some reason I'm thinking that.



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

Just fired up F03 (slightly

Post by Mystical Panda » Wed Apr 20, 2016 11:45 am


Just fired up F03 (slightly modded) to take this. COC-ed GNR01, console unlocked the front door to take this shot. I probably broke some scripting doing it, but I didn't seen turrets of any type on the deck.



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Risewild
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I heard of those turrets

Post by Risewild » Wed Apr 20, 2016 4:17 pm

I heard of those turrets before (that is why I remember them not being there on vanilla since I had to check them back then too).


I think some mod adds them, but unfortunately I have no idea which mod does it.


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Lyndi
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I loaded up a save from

Post by Lyndi » Wed Apr 20, 2016 6:04 pm

I loaded up a save from current playthrough when I was on my way I GNR. I sprinted past all the super Mutants and there are no turrets there period. Has to be something other than TTW putting those turrets there in your game because I don't recall ever seeing them. That's why I ran over there to check. :P


Produces the programming equivalent of coffee stains.

Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

K Thanks guys, I'll see if I

Post by Mystical Panda » Wed Apr 20, 2016 7:03 pm

K Thanks guys, I'll see if I can track the culprit down. At first glance, I'm wondering if it's BOS Patrols, since it's a BOS outpost. Might be a good place to start.



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