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Mothership Zeta: Aliens who use disintegrator weapons stand still and don't attack.

General help and troubleshooting.
Cebi
Posts: 14
Joined: Fri Feb 09, 2018 1:11 pm

Mothership Zeta: Aliens who use disintegrator weapons stand still and don't attack.

Post by Cebi » Sun Sep 30, 2018 3:08 pm

I saw a post before that had the same issue and the reply was "use TTWFixes on the Download page.
However I cannot find that page. Also said that it would get rolled into Hotfixes but I have Hotfixes and it still does the same thing.
Also one other thing i've noticed SOMETIMES: Caesars Legion soldiers sometimes lose their clothes outta nowhere. But that is minor haha.
I noticed it before the Alien Hanger section but figured it might be just an isolated case, but the Hanger was so frustrating because you had to go hunt down all the braindead aliens with Disintegrators wherever they spawned so the next wave can start then you have to rush back up to the platform.

Mod Manager:
Mod Organizer

Here is my loadorder:
FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
taleoftwowastelands.esm
TTWInteriors_Core.esm
oHUD.esm
Interior Lighting Overhaul - Core.esm
TTWInteriorsProject_Combo.esm
TTW Redesigned.esm
StreetLights.esm
ELECTRO-CITY - CompletedWorkorders.esm
AWorldOfPain(Preview).esm
Mart's Mutant Mod.esm
Lucky38Suite_Reloaded.esm
AWorldOfPainFO3.esm
Sortomatic.esm
Sortomatic-AWOP.esm
Interior Lighting Overhaul - L38PS.esm
SomeguySeries.esm
The New Bison Steve Hotel.esm
Companion Core.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
Project Nevada - Rebalance.esp
ELECTRO-CITY - Highways and Byways.esm
Project Nevada - Cyberware.esp
Project Nevada - Extra Options.esm
RobCo Certified.esm
Brahmin Bess.esm
More Perks.esm
TTW_AnchorageCustomization.esp
TTW_NoKarmaDCFollowers.esp
TTW_OutcastTrading.esp
TTW_Reputation.esp
TTW_SpeechChecks.esp
TTW_StartupMenu.esp
TTW_StashPackOptions.esp
ttw_wildwasteland.esp
TTWOptions.esp
The Mod Configuration Menu.esp
DarNifiedUINV.esp
TTWVaultSuitHotfix.esp
Project Nevada - Rebalance Complete.esp
Project Nevada - All DLC.esp
Project Nevada - Cyberware Additions.esp
CASM.esp
Flora Overhaul.esp
Vurt's WFO.esp
outsidebets.esp
WeaponModsExpanded.esp
EVE FNV - ALL DLC.esp
Project Nevada - TTW.esp
AWOP FO3 - AWOPNV - WMX - EVE.esp
WMX-EVE.esp
TTWInteriors_Streetlights.esp
357retex.esp
I Got Spurs.esp
ADAM - HH.esp
ADAM - LR.esp
SenterPats Weapon Pack.esp
More Perks Update.esp
Wild Wasteland Integration.esp
CourierCacheWSE.esp
rotfacetoriches.esp
kochandbohr.esp
betsybrahmin.esp
MTB.esp
ADAM - Rangers on Patrol.esp
NewVegasBounties.esp
NewVegasBountiesII.esp
TheInheritance.esp
Russell.esp
NewVegasBountiesIII.esp
AWOP - Russell.esp
athornysituation.esp
awilderwasteland.esp
ADAM - MAIN.esp
ADAM - NCR Patrol Armour.esp
ADAM - Nemesis Armours.esp
ADAM - Outcast Ranger Armour.esp
ilbuonorevolver.esp
manwithnoname.esp
clintsfistfulrevolver.esp
Pacersgambit.esp
Project Nevada - TTW Vision Patch.esp
ADAM - Project Nevada Patch.esp
ADAM - Trooper Gloves.esp
Easy Unlocking and Easy Hacking and Guaranteed Pick Pocket.esp
F4Quickloot.esp
RWD-TTW[Merged].esp
thestripsentrance.esp
More Perks 2.94b patch.esp
LFox Missing Ammo Recipes GRA DLC.esp
LFox Missing Ammo Recipes HH DLC.esp
LFox Missing Ammo Recipes.esp
PipBoyLight.esp
JIP Companions Command & Control.esp
The Weapon Mod Menu.esp
S420EssentialCompanions.esp
TTW MMM + EVE.esp
avangraffscorned.esp
RobCo Certified Friendly Hit Fixer.esp
MoriartysTestFix.esp
Interior Lighting Overhaul - Ultimate Edition.esp
ILO - A World of Pain.esp
ILO - Tale of Two Wastelands.esp
ILO - New Vegas Bounties.esp
ILO - New Vegas Bounties II.esp
TTW Realistic Wasteland Lighting.esp
TTW Merged Patch.esp

Non ESM mods I used:
NVSE
4GB Patch
TTW Hotfixes
NVAC
Tale of Two Wastelands - Long Load Time ESM
TTW Startup Menu Loadtime Fix
WAR (Weapon Animation Replacer)
NMC Texture Pack (Large)

How the Game Runs:
Everything runs completely fine and smoothly for the most part. Just having this one issue (and the rare occasion of nudeness in Caesars Ranks....).
Last edited by Cebi on Mon Oct 01, 2018 3:28 pm, edited 1 time in total.

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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Mothership Zeta: Aliens who use disintegrator weapons stand still and don't attack.

Post by RoyBatty » Mon Oct 01, 2018 1:24 am

SKSE is for skyrim not for new vegas, use NVSE.
Image

Cebi
Posts: 14
Joined: Fri Feb 09, 2018 1:11 pm

Re: Mothership Zeta: Aliens who use disintegrator weapons stand still and don't attack.

Post by Cebi » Mon Oct 01, 2018 3:13 pm

RoyBatty wrote:
Mon Oct 01, 2018 1:24 am
SKSE is for skyrim not for new vegas, use NVSE.
OOps sorry I meant to type NVSE, I wouldn't have gotten anything working if I had SKSE XD
Yes I am using NVSE :P

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RoyBatty
Gary
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Location: Vault 108

Re: Mothership Zeta: Aliens who use disintegrator weapons stand still and don't attack.

Post by RoyBatty » Tue Oct 02, 2018 2:21 pm

Make sure the hotfixes are moved down in the left pane of MO so they override anything else.
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Cebi
Posts: 14
Joined: Fri Feb 09, 2018 1:11 pm

Re: Mothership Zeta: Aliens who use disintegrator weapons stand still and don't attack.

Post by Cebi » Tue Oct 02, 2018 2:34 pm

It is, also certain Supermutants have stopped shooting at me as well, they used to but now they don't. I reloaded an old save and the Supermutants that shoot at me are the ones that hold the guns with both hands, Masters and such, but the Overlords (they hold the assault guns with 1 hand) but they don't shoot me, they just move around and act menacingly at me.

Maybe I should start a new game and see if things work then? I have updated and added mods over time when playing.

Also this is my left panel. It Overwrites the startup menu, (which is put in optional activation), I put both the Options Startup Menu and the Hotfix Startup Menu in optionals because I am using a mod that supposedly fixes the load-time of Startup Menu that I found here on the previous forums.
Image


EDIT:
When it comes to the Supermutant Overlords, it appears that European Rifle and such cause the Overlords to get weird, they don't shoot back. I wonder if it is due to lack of ammo or if it's due to not being able to shoot at all, Some Overlords shoot no problem with other assault weapons. Perhaps Project Nevada is the issue?

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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Mothership Zeta: Aliens who use disintegrator weapons stand still and don't attack.

Post by RoyBatty » Wed Oct 03, 2018 1:36 pm

Not using the weapon is either because the animations are missing, or because the form list with the weapons they can use is incomplete due to lack of a bash/merge patch.

If you are using MO1 it can have issues with file overrides.

As for overrides, thats not the plugins, it's the assets. The hotfixes include the alien's skeletons and animations.
Image

Cebi
Posts: 14
Joined: Fri Feb 09, 2018 1:11 pm

Re: Mothership Zeta: Aliens who use disintegrator weapons stand still and don't attack.

Post by Cebi » Wed Oct 03, 2018 3:15 pm

RoyBatty wrote:
Wed Oct 03, 2018 1:36 pm
Not using the weapon is either because the animations are missing, or because the form list with the weapons they can use is incomplete due to lack of a bash/merge patch.

If you are using MO1 it can have issues with file overrides.

As for overrides, thats not the plugins, it's the assets. The hotfixes include the alien's skeletons and animations.
I was able to find a patch for the Overlord Super Mutants not using the PN stuff, it's a primitive patch that simply removes them from the supermutants weapon pool I think rather than an actual fix but it still works at least.

As for the Aliens, I re-installed the patch and it still doesn't work, i use Mod Organizer 2 and it says that the only over-ride IS a plugin which is the Startup Menu. When looking at the hotfixes file tree I see that the alien does have animations added to it, so it baffles me why it's not working right now. I even placed the Hotfix at the bottom just to test if it's being overwritten by anything.

I was thinking, perhaps it's something to do with the weapon itself, I remember reading somewhere that the Disintegrator had to be changed for TTW or something.
Another thing to note is that I have TTW WMX and EVE which I believe changes or at least contains Meshes, but I am unsure if they change the Disintegrator itself. Either way I did put the hotfixes ahead of those two just incase they did and got the same result.

here is some pictures for reference:
https://imgur.com/a/PfUE6My

If you need anything else to get a better picture of the issue, just tell me what you want me to take a picture of. The plugin list is in my first post if needed, as for overwrites.

I would rather not disable a bunch of mods to figure it out but it looks more and more like I need, Luckily I do have a Profile that is built for just that. I'll get to Zeta and post my findings with only TTW, Hotfixes and CASM and start a new game and go straight to Zeta.

EDIT: With Darnui, Mod Menu, Weapon mod Menu, CASM, One-hud, NVAC and UIO, the Aliens DO indeed fire back. So there is something that changes the disintegrator alien stuff... Any ideas what it could be?

AFTER DOING SOME TROUBLESHOOTING, I can say without a shadow of a doubt, it's EVE TTW that is messing it up, I activated TTW WMX just to check and its TTW EVE that is doing it, can you replicate this?

This is the EVE TTW I used:
viewtopic.php?f=20&t=922
I downloaded it back in 2018-02-01, I think looking into it, it's based on EVE-NV 1.16.2 when I probably downloaded the latest EVE which is 1.18.0.

It appears that it's probably due to a version clash, the EVE mod might not have been updated to the 2017 build of EVE-NV. I'll do some tests.

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RoyBatty
Gary
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Re: Mothership Zeta: Aliens who use disintegrator weapons stand still and don't attack.

Post by RoyBatty » Thu Oct 04, 2018 8:40 am

You appear to be missing the TTW Project Nevada patch that puppettron and I put together. The equipment module is was is causing both of your problems with aliens and super mutants.

Also install talkie toaster's super mutant animations from the Fallout 3 nexus, that should solve them not using some rifles.
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Cebi
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Joined: Fri Feb 09, 2018 1:11 pm

Re: Mothership Zeta: Aliens who use disintegrator weapons stand still and don't attack.

Post by Cebi » Thu Oct 04, 2018 1:39 pm

RoyBatty wrote:
Thu Oct 04, 2018 8:40 am
You appear to be missing the TTW Project Nevada patch that puppettron and I put together. The equipment module is was is causing both of your problems with aliens and super mutants.

Also install talkie toaster's super mutant animations from the Fallout 3 nexus, that should solve them not using some rifles.
I've not tested the Super Mutants yet but i will (got the toasty mutantanims from F03 nexus), however when it comes to the Aliens, I have got PN TTW uploaded here by you, reinstalled just incase but still have this issue. I've performed multiple different mod builds, removing PN, removing WMX, having only TTW EVE, 1.16.2, updated, not updated, with and without wmx+eve compatibility patch and it always comes down to the fact that Eve does not seem to play friendly with TTW when it comes to the Aliens themselves. Perhaps due to it being a fairly small issue that happens in one place (Zeta) to one mob type it hasn't been reported on so much and just ignored, because I am verrrry sure I have installed it all correctly otherwise. :/ Just wanna see if someone can replicate the same issue I have.

I even removed everything except eve and TTW and got the same result... it is a minor issue to be sure, I am sure many people didn't even notice it. HOWEVER idk how it happened but one rare occasion, when I killed the alien with the disintegrator, another alien picked it off his body but used it like a pistol, idk if that gives any indication on what is going on...

looking at the TTW PN patch and EVE, it does seem like eve and PN TTW do conflict in some way, specifically: Meshes/dlc05/weapons/1handpistol/dlc05alienpistol.nif
but at the end of the day, even without PN, eve still makes the aliens into statues when they pick up the Disintegrator, I made sure to package the mod correctly. I tried deleting the rifle's mesh/.nif file and they still did the same thing, however like before, they picked up the gun once I killed the statued one and shot at me like it was a pistol.

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RoyBatty
Gary
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Re: Mothership Zeta: Aliens who use disintegrator weapons stand still and don't attack.

Post by RoyBatty » Fri Oct 05, 2018 10:38 am

That's extremely bizarre, I used all those mods together with out an issue.
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