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Bugs encountered so far
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: Bugs encountered so far
No idea, haven't seen it with hundreds of hours of testing.
Are you using animation replacers?
Are you using animation replacers?

- requested
- Posts: 11
- Joined: Mon Nov 12, 2018 7:02 am
Re: Bugs encountered so far
I'm fairly certain by now that no matter which terminal it is, when I try to access it when locked out I get a CTD. Is there anything I can do to help you guys or should I just ignore it?
Playing with the bug is certainly possible, since I know now how to circumvent it^^
Edit: The problem with the unresponsive mouse seems to be gone now, installing new drivers and disabling gamepad rumble seems to have done the trick.
- IvoryOwl
- Posts: 72
- Joined: Fri Oct 20, 2017 4:35 pm
Re: Bugs encountered so far
None. Been playing for a few more hours and it seems like the bug is gone. I should note that all of this occurred in the Super Duper Mart and it was also in there that when I reloaded the game the dead bodies started to slowly spin and bend into themselves while floating through the air and into the walls (where they clipped and went beyond it). However I haven't been able to replicate this ever since. It was creepy.
I can also also confirm Requested's computer bug, to an extent. In the vault 101 if you interact with the PC on the medical bay during the escape it causes a CTD. But that was only then, fortunately other computers seem to work just fine (except for the one I pointed out on Blood Ties).
- requested
- Posts: 11
- Joined: Mon Nov 12, 2018 7:02 am
Re: Bugs encountered so far
I just encountered my fourth wrist-hanging corpse^^ They are few and far between, and the only thing they have in common is that they were all raiders. This one had a 10mm submachine gun, definitely not the same as the others.
Sorry, it's a bit dark^^
€dit: Removed link, since the picture was deleted.
Sorry, it's a bit dark^^
€dit: Removed link, since the picture was deleted.
Last edited by requested on Wed Mar 06, 2019 12:35 pm, edited 1 time in total.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
- requested
- Posts: 11
- Joined: Mon Nov 12, 2018 7:02 am
Re: Bugs encountered so far
Regarding the terminal CTDs, I just read the changelog of JIP's plugin and it seems to address the issue. I'll try it out as soon as I can.
Edit: A quick test seems to indicate it works. Awesome^^
Edit: A quick test seems to indicate it works. Awesome^^
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
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legend-status95
- Posts: 3
- Joined: Mon Nov 19, 2018 2:46 am
Re: Bugs encountered so far
In the Mothership Zeta DLC, when in the
SpoilerShow
robot assembly, activating the panel to blow a hole in the side of the assembly line doesn't work. There's an explosion, but it doesn't create a hole, even when I try to activate it with the console. Using no clip I can get to the generator, but then I can't blow up the generator either, and so far I haven't gotten it to work with completeallobjectives either.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: Bugs encountered so far
This bug happens if you do the Hangar first, we're working on it now for two days. It's the robot pod nifs causing some kind of memory corruption. Hope to have it fixed tomorrow, we're delaying the update until this can be fixed. In the meantime, reload a save before you did the hangar, do robot assembly first and you won't have any issues.

- CleverArtisan
- Posts: 3
- Joined: Fri Nov 16, 2018 8:27 am
Re: Bugs encountered so far
Cannot unequip the 'Rolling Pin' after exiting the Tranquility Lane simulation in Fallout 3.
Steps to reproduce:
However, after exiting the simulation, the 'Rolling Pin' is still equipped. It cannot be un-equipped, it cannot be dropped, and it cannot be replaced by attempting to equip a different weapon. Since you cannot re-access the simulation, you cannot remove the 'Rolling Pin' without using console commands. Attempting to re-access the simulation using the command 'coc TLOrigin' only places the player inside the worldspace. It does not revert you to a child, and it does not properly unflag the 'Rolling Pin' as a quest item meaning the 'Rolling Pin' is still locked and equipped.
In order to properly remove the item you must use the following console commands:
After this the 'Rolling Pin' can be dropped.
Steps to reproduce:
SpoilerShow
- Enter the Tranquility Lane Simulation.
- Do NOT progress the Tranquility Lane questline by following the orders given by 'Betty'.
- Locate and equip the 'Rolling Pin' from the kitchen in the Rockwell house.
- Keep the 'Rolling Pin' equipped at all times.
- Head to the Abandoned House, Activate the Failsafe Terminal, and Start the 'Chinese Invasion' Simulation.
- Exit the Abandoned House and speak to 'Betty' to complete the quest.
- Exit the Simulation via the Exit Door that appears with the 'Rolling Pin' still equipped.
In order to properly remove the item you must use the following console commands:
- Player.UnequipItem xx029769
- SetQuestObject xx029769 0
After this the 'Rolling Pin' can be dropped.