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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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BodieInSD
Posts: 27
Joined: Thu Nov 22, 2018 5:21 am

Re: Bugs encountered so far

Post by BodieInSD » Thu Apr 07, 2022 4:18 pm

I also have no visible weapon after adding a weapon mod to Elijah's LAER. Adding it just makes it invisible - the char's hands are in place all the sound effects are present, just no visible weapon. Removing the beam splitter (weapon mod) causes E's LAER to return to the visible realm and all is fine.
I do use a weapon texture replacer (WTH - Weapon Textures From Heaven) but it has no energy weapons in its collection, so the vanilla ones are still used. Also, a specific mod to retexture the Brush Gun/Medicine Stick, but again it shouldn't be the cause as it applies new textures only to those two weapons. Unless I am missing something neither should be the problem... The only two references to this sort of thing that I found on this site are by "frandth" just above, and one from 2014 - neither has proven helpful to me.

Many thanks for any help on this, and MANY, MANY thanks to the TTW team for the best looking and best performing version yet!

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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 Apr 08, 2022 12:23 am

This is a bug with the current JIP LN, it will be fixed in the next update.
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docklabor
Posts: 7
Joined: Fri Sep 06, 2019 9:26 am

Re: Bugs encountered so far

Post by docklabor » Sun Apr 17, 2022 7:57 am

Laclongquan wrote:
Mon Apr 04, 2022 2:17 am
docklabor wrote:
Sat Apr 02, 2022 7:44 am
I was lvl 6 and met this legion assassin party, and one of the guy was using a ballistic fist against me. Then I checked the level list, noticed there isn't a level requirement for the assassins to have a ballistic fist with them. isn't this kind of OP? I mean this is the most powerful unarmed weapon exclude DLC stuff, just piss off the legion and you get one for certain, even with minimum unarmed skill, player can kill most enemies with just one or two VATS hits.That level list was used for Caesar's bodyguard originally, it make sense as they are just a handful of elite unites, but I dont think Caesar would send one of his bodyguard against the player every time, if so he wont have any one left very soon.
And there is .45 SMG, I think it's better to have a level lock too. Although ammo limits is usefulness at low level so not that OP.
As an aside, did you survive that hit? At level 6 i mean
Sure I did, it's a melee weapon, if he'd got an AA rifle I could die instantly, but NPCs aren't that good when using melee weapons against the player. And his HP were low(assassins level with the player), also I have Boone and ED-E with me, he and his comrades didn't stand a chance.

girapomba
Posts: 10
Joined: Sat Dec 29, 2018 7:55 pm

Re: Bugs encountered so far

Post by girapomba » Mon May 02, 2022 4:12 am

Getting an error while engaging converstation with Red from Big Town.

"Error in script XX02AB92 (RedScript) in Mod Fallout3.ems"
"Variable ID 0000008 not found. Try to recompile script "RedScript"[...]

The variable in question is bEscort from this part of the Script:

Code: Select all

;Companion Wheel Be Gone

Begin OnActivate

	if IsActionRef player && GetDead == 0 && bEscort == 1
		SetPlayerTeammate 0
		Activate
		if bEscort == 1
			SetPlayerTeammate 1
		endif
	else         
		Activate
	endif

End
It happened after I completed "Big Trouble in Big Town" rescuing Red and then enslaving her for "Strictly Business".
This error is appearing by talking to her ever since.

Edit: I don't undesrtand much of G.E.C.K scripting and it's structure, but as a test I changed "&& bEscort == 1" to "&& RedRef.bEscort == 1" and the error stopped, I guess now the script can find the variable!?
Last edited by girapomba on Mon May 02, 2022 5:51 pm, edited 1 time in total.

Panzermann11
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Re: Bugs encountered so far

Post by Panzermann11 » Mon May 02, 2022 5:14 pm

So, there's something wrong with my multiplas rifle. Before you ask, no, I don't have any mods that would've messed with anything related to the weapon.

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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 » Mon May 02, 2022 9:37 pm

Can't reproduce, are you using ENB ?

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jason213
Posts: 16
Joined: Wed Oct 31, 2018 11:45 am

Re: Bugs encountered so far

Post by jason213 » Mon May 02, 2022 10:36 pm

Hello, the beard "Honest Abe" has a glitching issue with the eyebrows, can be seen in the character creator or when talking to Confessor Cromwell and Doc Church in Megaton.

Probably everyone who uses that beard will have the issue, can you guys check if the issue is indeed present and if so, is it possible for a small fix to be provided ?

Panzermann11
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Re: Bugs encountered so far

Post by Panzermann11 » Tue May 03, 2022 1:14 am

RoyBatty wrote:
Mon May 02, 2022 9:37 pm
Can't reproduce, are you using ENB ?

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No. I was using a weather mod called True Weathers TTW, though. I should've also mentioned the multiplas rifle I have is fully modded.

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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 » Tue May 03, 2022 1:28 am

Well no it's not, or it would have 3 barrels. It's also missing our iron sights, so you're overriding it with something.
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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 » Tue May 03, 2022 1:31 am

Can't reproduce.

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