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DC Super mutants can't fire Project Nevada weapons

General help and troubleshooting.
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ChuckleNuts
Posts: 7
Joined: Fri Dec 29, 2017 9:24 am

DC Super mutants can't fire Project Nevada weapons

Post by ChuckleNuts » Fri Dec 29, 2017 9:34 pm

As the title states, the DC SM won't fire any weapons from the PN equipment module, with the exception of the homemade assault rifle. They will just stare at me with their weapons pulled out. I know people had this issue before and said a merged patch from fnvedit  would fix it, but that didn't help. I also tried with a new game but that didn't work either. I don't know if the mojave SM have this issue. I also don't know if both the DC and mojave SM any issues firing vanilla weapons as I haven't gone far due to this problem. I do know the DC SM use the assault rifle and heavy incinerator perfectly fine though.


Here is my load order (I use FOMM to install mods and LOOT to sort them)


[collapsed title=Load order]


FalloutNV.esm


DeadMoney.esm


HonestHearts.esm 


OldWorldBlues.esm


LonesomeRoad.esm


GunRunnersArsenal.esm


ClassicPack.esm


MercenaryPack.esm


TribalPack.esm


CaravanPack.esm


Fallout3.esm


Anchorage.esm


ThePitt.esm


BrokenSteel.esm


PointLookout.esm


Zeta.esm


taleoftwowastelands.esm


TTWFixes.esm


TTWInteriors_Core.esm


TTWInteriorsProject_Combo.esm


Project Beauty.esm


New Vegas Redesigned 3.esm


NevadaSkies.esm


FCOMaster.esm (This is Disabled)


Bitter Springs Redesigned.esp


Casa Madrid Redesigned.esp


Gomorrah Redesigned v2.esp


NVStripOpen.esm


Project Nevada - Core.esm


Project Nevada - Equipment.esm


Project Nevada - Rebalance.esp


Project Nevada - Cyberware.esp


Project Nevada - Extra Options.esm


TTW_AnchorageCustomization.esp


TTW_NoKarmaDCFollowers.esp


TTW_OutcastTrading.esp


TTW_Reputation.esp


TTW_SpeechChecks.esp


TTW_StartupMenu.esp


TTW_StashPackOptions.esp


TTWOptions.esp


Project Nevada - Rebalance Complete.esp


Project Nevada - All DLC.esp


Project Nevada - Cyberware Additions.esp


TTWVaultSuitHotfix.esp


The Mod Configuration Menu.esp


New Vegas Redesigned 3.esp


StripOpenMain.esp


FasterAccessToLucky38.esp


Lucky 38 Reloading and Cooking.esp


ImmersivePickupSoundsFNV.esp


GRA-WRP-Patch-Two_Unofficial.esp


WeaponModsExpanded.esp


EVE FNV - ALL DLC.esp


Project Nevada - TTW.esp


WMX-EVE.esp


Distant Gunfire Sound Fix.esp


WMX-ArenovalisTextures.esp


no_modulationttw_0.esp


No Modulation - PN.esp


PCB Hotkey.esp 


NevadaSkies - TTW Edition.esp 


NevadaSkies - Brighter Nights.esp


Merged Patch.esp [/collapsed] 



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

This is nothing loot can even

Post by RoyBatty » Sat Dec 30, 2017 3:59 pm

This is nothing loot can even begin to solve.


Go to the Fallout 3 nexus and search for TalkieToaster's supermutant animation pack. That will allow them to use most of the weapons.


Image

ChuckleNuts
Posts: 7
Joined: Fri Dec 29, 2017 9:24 am

Thanks for the help, although

Post by ChuckleNuts » Sun Dec 31, 2017 12:26 am

Thanks for the help, although it didn't fix the issue for the homemade rifle, you did say it fixes the SM to use MOST of the weapons, so I can't blame you for that.



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