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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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IntenseMute
Posts: 2
Joined: Wed Feb 20, 2019 9:07 pm

Re: Bugs encountered so far

Post by IntenseMute » Tue May 21, 2019 12:53 am

Bug: If u tell dogmeat to search for an item, he'll come running back, and give the item he found to you, along with ALL the gear youve stored on him.

I have TTW 3.2.2 patch installed

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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 May 22, 2019 3:16 am

You must be using a mod that lets you use his inventory because normally you cannot.
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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Re: Bugs encountered so far

Post by Risewild » Wed May 22, 2019 4:31 am

I can confirm being able to access Dogmeat inventory in 3.2.2.
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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 » Wed May 22, 2019 5:32 pm

That's not supposed to be like that... damnit. He's supposed to be like Rex.
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Risewild
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Re: Bugs encountered so far

Post by Risewild » Thu May 23, 2019 10:24 am

RoyBatty wrote:
Wed May 22, 2019 5:32 pm
That's not supposed to be like that... damnit. He's supposed to be like Rex.
Rex can carry stuff in FNV (IIRC it can carry 250lbs or something similar). Dogmeat couldn't carry stuff in FO3 though.
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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 May 23, 2019 5:46 pm

Hrm, I suppose I'm remembering wrong. But Rex is also a cyberdog.
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Risewild
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Re: Bugs encountered so far

Post by Risewild » Fri May 24, 2019 12:43 am

Yep, that is why I never minded Dogmeat having or not having carry capabilities. The way I see it, it can work both ways (FO3 one or FNV one).

I don't know how easy it would be, but this could be another of those options to have, Dogmeat carry weight off/on. :?
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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 » Fri May 24, 2019 8:55 am

I'm just going to leave it, I think it would be too complex to fix code wise, and if you use his search thing then be prepared to have all your crap dumped on you.
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UsagiPyon
Posts: 184
Joined: Thu Jan 17, 2019 4:09 pm

Re: Bugs encountered so far

Post by UsagiPyon » Wed May 29, 2019 2:26 am

Random Encounter with the Scavenger who will ask you to backoff or he will shoot, keeps holstering and unholstering his weapon in a loop.

LO:
+ JIP NVSE 55.10
SpoilerShow
[X] FalloutNV.esm
[X] DeadMoney.esm
[X] HonestHearts.esm
[X] OldWorldBlues.esm
[X] LonesomeRoad.esm
[X] GunRunnersArsenal.esm
[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CaravanPack.esm
[X] ClassicPack.esm
[X] MercenaryPack.esm
[X] TribalPack.esm
[X] TaleOfTwoWastelands.esm
[X] YUPTTW.esm
[X] Functional Post Game Ending.esp
[X] AWorldOfPain(Preview).esm
[X] AWorldOfPainFO3.esm
[X] AnotherInteriorMod.esm
[X] A Trail of Crumbs.esm
[X] TTWInteriors_Core.esm
[X] TTWInteriorsProject_Combo.esm
[X] LootMenu.esp
[X] DarNifiedUINV.esp
[X] CASM with MCM.esp
[X] JIP Companions Command & Control.esp
[X] JIP MiniMap.esp
[X] TTWInt_FPGE_Patch.esp
[X] Enhanced Item Info.esp
[X] The Mod Configuration Menu.esp
[X] The Weapon Mod Menu.esp
[X] TTW - AWOPNV.esp
[X] TTW-AWOPNV-AWOPFO3.esp
[X] TTW Quick Start.esp
[X] BLEED.esp
[X] MMP.esp
[\spoiler]

DBGTZ117
Posts: 17
Joined: Thu Oct 18, 2018 11:34 pm

Re: Bugs encountered so far

Post by DBGTZ117 » Tue Jun 18, 2019 12:53 am

Hey so I've noticed a bug with Dogmeats carry weight keeps jumping from 220 to 140, 75, 5, and -5. Or numbers thats that are very similar to those. I noticed his carry weight drops more and more each consecutive time I load the last save I made over again. Each time dropping the carry weight. It'll reset it self after loading an old save and loading the last one. I was wondering if anyone else was having this problem? And if so any permanent solution to this?

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