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Bugs encountered so far

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Re: Bugs encountered so far

Post by Risewild » Thu Dec 27, 2018 8:12 am

RoyBatty wrote:
Thu Dec 27, 2018 4:09 am
All the "whores" in Evergreen Mills use the same base NPC that has armor, the fact that she doesn't is a bug in Fallout 3. I'm not creating a new NPC just for that.
Are you sure about this? :shock: I just checked vanilla Fallout 3 and they don't seem to have armor. :?
They use the "EMillsBazWhoreBrothel" which does not has armor and only has a knife in their inventory:
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The male raider there uses "EMillsBazRaiderBrothel" which also does not has an armor, and only has a Flamer and ammo for it:
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The one that has armor is the brothel's "Madame", which uses "EMillsBazMadameBrothel":
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fatcatonmars
Posts: 2
Joined: Mon Dec 24, 2018 6:21 am

Re: Bugs encountered so far

Post by fatcatonmars » Thu Dec 27, 2018 12:52 pm

Was unable to unequip Rolling Pin from Tranquility Lane simulation, and I am running the 3.2.1 patch. Had to use the console command to remove the item, even tho earlier in the thread it was mentioned as being fixed in the next update which I assume is the 3.2.1 patch.

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

Re: Bugs encountered so far

Post by Risewild » Thu Dec 27, 2018 1:20 pm

I can confirm that the rolling pin is still unequipable.
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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Bugs encountered so far

Post by RoyBatty » Fri Dec 28, 2018 7:11 am

Fixed the raiders, you can blame this one on darthbdaman.

I don't know what to do about the rolling pin, I already edited the script as much as I can to set to a non-quest item and force unequip it.

Can someone give me test saves for this stuff, it really helps.

EDIT

OK, I think have a working fix for the TQL crap, seems the slasher knife and slasher mask would have the same issue.
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marsher
Posts: 1
Joined: Fri Dec 28, 2018 9:14 pm

Re: Bugs encountered so far

Post by marsher » Mon Dec 31, 2018 10:25 pm

Currently having an issue where all assault rifles (but not the .32 rifle or other single-fire rifles) seem to be using the first person pistol animations. Let me know if this is something that I've done wrong, but I only have recommended mods installed and my load order should be fine. Thanks all!

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Tyrannosaurus Wex
Posts: 3
Joined: Thu Sep 13, 2018 4:53 am

Re: Bugs encountered so far

Post by Tyrannosaurus Wex » Tue Jan 01, 2019 12:46 am

The Repair Guy in the Enclave crawler base appears to be wearing an a pip boy glove by itselfImage

Also, though I haven't been able to get screenshots of them, I think some of the Fallout 3 loading screen tips still mention some of the perks as having their original effects (i.e. Daddy's Boy/Girl just being a stat boost) and not their updated TTW effects

serchine
Posts: 2
Joined: Sun Oct 28, 2018 7:29 am

Re: Bugs encountered so far

Post by serchine » Wed Jan 02, 2019 4:21 am

Energy Weapon Bobblehead is not working properly, as the line "perk condition-run on" was wrongly set to " perk owner" instead of "weapon"

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

Re: Bugs encountered so far

Post by RoyBatty » Wed Jan 02, 2019 4:42 am

Thank you, fixed bobblehead in next update.

Also fixed the loading screens.
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fatcatonmars
Posts: 2
Joined: Mon Dec 24, 2018 6:21 am

Re: Bugs encountered so far

Post by fatcatonmars » Thu Jan 03, 2019 2:29 am

Minor bug I found; Shellshocked Combat Armour (from National Guard Armoury) has the Big Guns +5 skill on it still.

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

Re: Bugs encountered so far

Post by RoyBatty » Thu Jan 03, 2019 2:41 am

That's not a bug.
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