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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
These things are working perfectly fine in vanilla, you need to check your own load order for conflicts, this is not the thread for that.
			
									
									
- Risewild
- Posts: 3219
- Joined: Mon Oct 01, 2012 9:14 am
Re: Bugs encountered so far
130 is still too much. Also, if you have mods installed on the game's Data folder (if you manually installed them or if you used older Mod Managers), even if they're not activated, it will still count for the limit. So always remove plugins you're not using from your Data folder.Petergn wrote: ↑Thu Feb 21, 2019 5:12 pmThank you so much for your help!
Found the conflict (It was Delay Broken Steel) and removed it.
Reduced mods to 130
Again, Thank You. Would never have found cell ID on my own.
P.S. I am a two finger typist. Just out of curiosity, why typing with one hand? My perverted sense of humor gives me a reason. I hope it is wrong.
A safe Load Order number is around 90-100. There is no real cap, it varies from person to person, but having 100 or less is always a safe limit. Also make sure you have a merged patch, a load order as large as that will most likely need one.
There should be tutorials on youtube on how to make a merged patch.
EDIT: I have an injured shoulder from playing a game of chicken with a van. The van easily won. My other arm and wrist is a bit injured too, so it can be quite painful to type.
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				Petergn
- Posts: 13
- Joined: Fri Feb 01, 2019 2:49 am
Re: Bugs encountered so far
Hope your shoulder mends OK.
Merged Patch Created.
I use Mod Organizer 2. Used to use FOMM but TTW recommends MO. Also tweaked INI's with Dead Sirious's excellent list.
Only mods in Data folder are NVSE & FNVEDit and they are actually in Fallout New Vegas folder. Cannot figure out how to add those 2 tools with MO so added them manually.
Only 100 Mods! Can't be done. In fact the 130 mod number is misleading since Sneaky Pete Small Mods 5.0 and Sneaky Pete TTW Small Mods 2.0 are merges of about 40 mods that have an esp only (No Meshes, Sounds, or Textures. Trying to get permissions from MIA mod authors to release onto Nexus). They were created with Merged Plugins https://www.nexusmods.com/skyrim/mods/69905/?tab=files and tested for errors before creation. Any esp that came up with an error was deleted from the mix, so those 2 mods are extremely stable
  Can't be done. In fact the 130 mod number is misleading since Sneaky Pete Small Mods 5.0 and Sneaky Pete TTW Small Mods 2.0 are merges of about 40 mods that have an esp only (No Meshes, Sounds, or Textures. Trying to get permissions from MIA mod authors to release onto Nexus). They were created with Merged Plugins https://www.nexusmods.com/skyrim/mods/69905/?tab=files and tested for errors before creation. Any esp that came up with an error was deleted from the mix, so those 2 mods are extremely stable  
 
On the plus side, about a dozen of the mods on that list have NO esp. They are meshes and textures (Ex: Beware Of Girl & Breezes male Body) .
 .
I thought the max was 135 mods. At times I have even exceeded that number with no problems except maybe a screen freeze after 1 or 2 hours of play. I used to use CASM but it slowed down my frame rate too much.
Found the mod that was affecting Water Beggars. MAC More Adult Content is the culprit.
			
									
									Merged Patch Created.
I use Mod Organizer 2. Used to use FOMM but TTW recommends MO. Also tweaked INI's with Dead Sirious's excellent list.
Only mods in Data folder are NVSE & FNVEDit and they are actually in Fallout New Vegas folder. Cannot figure out how to add those 2 tools with MO so added them manually.
Only 100 Mods!
 Can't be done. In fact the 130 mod number is misleading since Sneaky Pete Small Mods 5.0 and Sneaky Pete TTW Small Mods 2.0 are merges of about 40 mods that have an esp only (No Meshes, Sounds, or Textures. Trying to get permissions from MIA mod authors to release onto Nexus). They were created with Merged Plugins https://www.nexusmods.com/skyrim/mods/69905/?tab=files and tested for errors before creation. Any esp that came up with an error was deleted from the mix, so those 2 mods are extremely stable
  Can't be done. In fact the 130 mod number is misleading since Sneaky Pete Small Mods 5.0 and Sneaky Pete TTW Small Mods 2.0 are merges of about 40 mods that have an esp only (No Meshes, Sounds, or Textures. Trying to get permissions from MIA mod authors to release onto Nexus). They were created with Merged Plugins https://www.nexusmods.com/skyrim/mods/69905/?tab=files and tested for errors before creation. Any esp that came up with an error was deleted from the mix, so those 2 mods are extremely stable  
 On the plus side, about a dozen of the mods on that list have NO esp. They are meshes and textures (Ex: Beware Of Girl & Breezes male Body)
 .
 .I thought the max was 135 mods. At times I have even exceeded that number with no problems except maybe a screen freeze after 1 or 2 hours of play. I used to use CASM but it slowed down my frame rate too much.
Found the mod that was affecting Water Beggars. MAC More Adult Content is the culprit.
In life there are drivers and passengers. Be a Driver! 
(Mod makers are Chauffeurs!)
						(Mod makers are Chauffeurs!)
- Lyaneri
- Posts: 99
- Joined: Sat Dec 15, 2018 11:07 am
Re: Bugs encountered so far
This is more of an oversight than a bug but "12 gauge, Bean Bag" ammo is OP, knocks out opponents for around 30 seconds. One shot for Supermutant Behemoths, Albino Radscorpions, Feral Ghoul Reavers etc. TTW.esm applied script to bean bags that does 250 fatigue damage.
Alongside nerfing bean bags, increasing fatigue to Fallout3 creatures would probably benefit balance overall. Most F3 creatures got only 50 fatigue while NV ones got much higher: Cazadores 300-370, Coyote 110-210, Deathclaws 250-900 etc.
Would benefit BLEED's blunt weapons balance too.
			
									
									
						Alongside nerfing bean bags, increasing fatigue to Fallout3 creatures would probably benefit balance overall. Most F3 creatures got only 50 fatigue while NV ones got much higher: Cazadores 300-370, Coyote 110-210, Deathclaws 250-900 etc.
Would benefit BLEED's blunt weapons balance too.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: Bugs encountered so far
The bean bag ammo was broken in vanilla, It is a bit OP, but so is the cattle prod. It's also supposed to be pretty rare, and it's not available in DC at all.
I'm aware of the Fatigue settings, it's something that hasn't been addressed yet.
			
									
									I'm aware of the Fatigue settings, it's something that hasn't been addressed yet.

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				l33tspaniard
- Posts: 2
- Joined: Sun Mar 03, 2019 4:17 am
Re: Bugs encountered so far
Played through the entirety of FO3 with zero issues - performing well beyond my expectations, I might add - but now that I'm in Vegas, every time I enter a casino, the game crashes when the greeter would take my weapons. This occurs even if I leave my weapons on a companion, at home, or in a trash can outside the Tops. It happens at every casino. Haven't tried to see what else does and doesn't work as I want to get the Lucky 38 so I can stow Charon away.
			
									
									
						- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: Bugs encountered so far
It's likely something in your load order, a faulty weapon mesh. Do you get an NVAC log?
			
									
									
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				l33tspaniard
- Posts: 2
- Joined: Sun Mar 03, 2019 4:17 am
Re: Bugs encountered so far
Bit of a neophyte here, how would one acquire an NVAC log? Worked it out myself. Logs don’t acknowledge that there was a crash because the game froze and I had to force quit. 
I have very few mods. My load order is the same as in the instructions, plus (in order) YUPTTW, MCM, CASM, Delay DLC, TTWTransportalponderEx, and JIP Companion Overhaul (which was added after the crash when I found it while researching).
Edit: for the moment I’ve just decided to resort to murdering everyone in the tops but I’d like to not do that in the other casinos
 but I’d like to not do that in the other casinos
			
													I have very few mods. My load order is the same as in the instructions, plus (in order) YUPTTW, MCM, CASM, Delay DLC, TTWTransportalponderEx, and JIP Companion Overhaul (which was added after the crash when I found it while researching).
Edit: for the moment I’ve just decided to resort to murdering everyone in the tops
 but I’d like to not do that in the other casinos
 but I’d like to not do that in the other casinos
					Last edited by l33tspaniard on Sun Mar 03, 2019 10:24 pm, edited 1 time in total.
									
			
									
						- Aeternus_Malus
- Posts: 40
- Joined: Thu Nov 15, 2018 1:19 pm
- Location: Vault 0
Re: Bugs encountered so far
Can someone check if he is hearing Torbar speaking while hallucinating when doing 'Walking with the spirits' (Quest where you get the Punga seeds) in Point Lookout? Could be my current mod setup but nothing is touching the triggers for the voice lines.
			
									
									
						- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: Bugs encountered so far
I'll check the FO3 DLC again soon, I have played and completed Broken Steel now and it's fine and I have completed The Pitt, Zeta and Anchorage several times without issue. I will check PL next as much as I hate that DLC.
@l33tspaniard Make sure JIPLN is up to date and being properly overwritten. Delay DLC is not compatible currently.
			
									
									@l33tspaniard Make sure JIPLN is up to date and being properly overwritten. Delay DLC is not compatible currently.

 
	


