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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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Laclongquan
Posts: 625
Joined: Mon May 03, 2021 4:19 am

Re: Bugs encountered so far

Post by Laclongquan » Thu May 13, 2021 10:21 am

Very minor Bug about the Underworld: door control (lock/unlock) by a console.

Scratch that. No further xp for consecutive picking lock~ No need to look at this, I think.

vikalpaul8
Posts: 1
Joined: Sat May 15, 2021 8:40 am

Re: Bugs encountered so far

Post by vikalpaul8 » Sat May 15, 2021 8:44 am

I've seen the spinning body issue but only a couple of times, no idea what causes it at this time.

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Laclongquan
Posts: 625
Joined: Mon May 03, 2021 4:19 am

Re: Bugs encountered so far

Post by Laclongquan » Tue May 18, 2021 4:47 am

Moira's Survival Book quest.

Quest not registered properly in the quest tab.

If you complete all objectives (gather the complete archive) in Arlington Library BEFORE you getting to this portion of the quest... when you receive this request, you dont see it registered in quest tab both the req and the optional objective. Report to Moira like usual (level16 I get 4000 and speech book, nice!) to get to next step .

So it's minor bug, totally depending on player visit Arlington library beforehand. :arrow:

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Laclongquan
Posts: 625
Joined: Mon May 03, 2021 4:19 am

Re: Bugs encountered so far

Post by Laclongquan » Sat Jul 03, 2021 12:41 pm

Nathan not at Raven Rock?

According to Wikia he seem to get caught and imprisoned here.

But I track all the capture fields in level 3 and he's not here. Level 2 got Anna as usual.

In my game I disarmed the bomb.

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Laclongquan
Posts: 625
Joined: Mon May 03, 2021 4:19 am

Re: Bugs encountered so far

Post by Laclongquan » Sat Jul 03, 2021 4:30 pm

Raven Rock is mixed with 25 HP enclave troopers. armed with laser rifle!!!

Seriously, this really shouldnt be allowed.

Raven Rock is supposedly second to last final dungeon of Fallout3, discounting Broken Steel addon.

So player should be here at 20+ level. The enclave troopers' equipment reflecting that: power armor and energy weaponry.

But 25HP just doesnt cut it. At extended range of a sniper rifle, hell, just a crouching light machine gun can take that down in one burst. If I feel the bother, an indoor mininuke will crush them to piece.
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I am making a balancing suggestion here: please change all the leveled list of enclave troopers to level 15+. No lower. Make it so they cant appear with 25-80 HP. That's the size of a sniper rifle bullet, AP OR HP. From a far, if one indoor mininuke doesnt kill them, two should do it :meh:

It shouldnt be this way~
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On the other hand, the Take it back battle's spawns dont fail like that. A pure stream of 250+HP and 30+DT armed with tribarrels from one end of the bridge to another.

Death_Reaper56
Posts: 187
Joined: Thu Nov 15, 2018 4:04 am

Re: Bugs encountered so far

Post by Death_Reaper56 » Sat Jul 03, 2021 4:39 pm

Laclongquan wrote:
Sat Jul 03, 2021 4:30 pm
Raven Rock is mixed with 25 HP enclave troopers. armed with laser rifle!!!

Seriously, this really shouldnt be allowed.

Raven Rock is supposedly second to last final dungeon of Fallout3, discounting Broken Steel addon.

So player should be here at 20+ level. The enclave troopers' equipment reflecting that: power armor and energy weaponry.

But 25HP just doesnt cut it. At extended range of a sniper rifle, hell, just a crouching light machine gun can take that down in one burst. If I feel the bother, an indoor mininuke will crush them to piece.
------------
I am making a balancing suggestion here: please change all the leveled list of enclave troopers to level 15+. No lower. Make it so they cant appear with 25-80 HP. That's the size of a sniper rifle bullet, AP OR HP. From a far, if one indoor mininuke doesnt kill them, two should do it :meh:

It shouldnt be this way~
--------------
On the other hand, the Take it back battle's spawns dont fail like that. A pure stream of 250+HP and 30+DT armed with tribarrels from one end of the bridge to another.
Then make a seperate topic. This is for bugs only,not suggestions.

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Laclongquan
Posts: 625
Joined: Mon May 03, 2021 4:19 am

Re: Bugs encountered so far

Post by Laclongquan » Sat Jul 03, 2021 5:52 pm

Oh, I have a separate topic for that~ This post is specifically for bug, which is the 25HP enclave troopers in Raven Rock~

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Manan
Posts: 70
Joined: Wed Aug 31, 2016 10:35 pm

Re: Bugs encountered so far

Post by Manan » Mon Jul 05, 2021 11:24 pm

The "Rock-It Man." challenge for getting kills with the Rock-It Launcher doesn't actually progress upon getting kills with the weapon. Oh, and the name of the challenge has a period on the end, which is strange.

Took a quick look in FNVedit and couldn't find any obvious issues that would prevent it from working, but I know it's a complicated weapon. Definitely above my pay-grade.

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Laclongquan
Posts: 625
Joined: Mon May 03, 2021 4:19 am

Re: Bugs encountered so far

Post by Laclongquan » Tue Jul 06, 2021 3:29 pm

Surely this cannot be right?

Aqua Cura double the HP healing amount compared to Aqua Pura, at the cost of some itsy bitsy radiation point.

For example, if I can heal 5(5s) per bottle of aqua pura. I get 10 (5s) per bottle of aqua cura.

It seem to go contrary to normal fallout3 data on the relative strength between two types. And a serious factor in dealing with this quest.

Because if it's set this way, I am feeling abit hesitant to dig deep into Griffon's operation. He did good after all~ (instead of bad as original fallout 3 set it)

I suggest fixing this bug by changing aqua cura to be halved the number of Hp healing of aqua pura to keep it Fallout3 standard.

EDIT: side note. I am considering this bug and assume Griffon lucked out into a different recipe for drinking water. Thus he actually do good. So I just blackmail him (barter 100) into sharing profit 5050 instead of spilling the bean. While rad water is not good, it's still a functional healing item. And there's still slop plus yaoguai medallion holding top spot for radiated foodstuffs.
Last edited by Laclongquan on Thu Jul 08, 2021 5:16 am, edited 2 times in total.

Lyndi
Posts: 555
Joined: Tue Jul 07, 2015 8:32 pm

Re: Bugs encountered so far

Post by Lyndi » Wed Jul 07, 2021 4:03 am

Laclongquan wrote:
Tue Jul 06, 2021 3:29 pm
Surely this cannot be right?

Aqua Cura double the HP healing amount compared to Aqua Pura, at the cost of some itsy bitsy radiation point.

For example, if I can heal 5(5s) per bottle of aqua pura. I get 10 (5s) per bottle of aqua cura.

It seem to go contrary to normal fallout3 data on the relative strength between two types. And a serious factor in dealing with this quest.

Because if it's set this way, I am feeling abit hesitant to dig deep into Griffon's operation. He did good after all~ (instead of bad as original fallout 3 set it)

I suggest fixing this bug by changing aqua cura to be halved the number of Hp healing of aqua pura to keep it Fallout3 standard.
Aqua Cura and Aqua Pura have the same healing rate in TTW and heal the same amount as they would in regular FO3. They both heal 10 points base, with Aqua Cura giving some rads as well.

Make sure what you're reporting is actually a bug with TTW and not caused by some other mod you're using. These things are easy to verify using xEdit.
Produces the programming equivalent of coffee stains.

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