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TTW Vanilla Bug-Fix Add-on

What's new and upcoming in Tale of Two Wastelands? Find out here.
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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Not a real bug...but the

Post by rbroab » Sat Apr 06, 2013 12:46 am

Not a real bug...but the whole hostility with the NCR after playing through FO3 story needs fixing if it isn't in TTW 2.0


Not sure if you want to fix exploits, but there's one where you can get infinite experience by repeating a conversation option with Angela Williams after completing There Stands The Grass. Another one happens when you side with the Powder Gangers and you can repeat a dialog option for infinite experience and leather armor with Chet at the general store.


There is a bug involving a slave child over at the fort. Eventually, the child just spawns outside the walls and you can't return her teddy bear.


I'm not alright, I'm an equal amount of left.

Earache42
Posts: 9
Joined: Thu Mar 21, 2013 3:45 pm

The iron sight node on the BB

Post by Earache42 » Sat Apr 06, 2013 1:58 am

The iron sight node on the BB gun set too close to the weapon so that you visually clip into the mesh when aiming.  This can be corrected by pulling the node back a step or two.


Not sure if this a vanilla bug.  I never bothered with the BB gun in FNV, but you must use it during the FO3 intro and it's a mild immersion killer right at the start.


 



Captain Defect
Posts: 27
Joined: Wed Dec 05, 2012 11:26 pm

rbroab wrote:

Post by Captain Defect » Sat Apr 06, 2013 2:04 am

[quote=rbroab]


Sorry, this is a thread about fixing problems that exist within the Fallout games without mods.


[/quote]


Mission Mojave is a bug-fix mod >.> It's not just a random mod I threw in because  like it, it's a mod that I would consider near-essential for anyone who plays this game.



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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

I apologize. I've never used

Post by rbroab » Sat Apr 06, 2013 2:08 am

I apologize. I've never used Mission Mojave. I'll look it over, but I haven't heard too much about it here.


I'm not alright, I'm an equal amount of left.

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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Captain Defect wrote:

Post by Risewild » Sat Apr 06, 2013 3:50 am

[quote=Captain Defect]


[quote=rbroab]


Sorry, this is a thread about fixing problems that exist within the Fallout games without mods.


[/quote]


Mission Mojave is a bug-fix mod >.> It's not just a random mod I threw in because  like it, it's a mod that I would consider near-essential for anyone who plays this game.


[/quote]


Not trying to sound like a grumpy old guy, nor do I intend sounding rude, but the point of this thread is to actually post vanilla bugs so the TTW team can fix them and release our own bug-fixer project so we don't have to rely on outside mods wink. Also most bug fixing mods alter and/or add a lot of things/features in game that they never say in their descriptions, or they use or alter or erase FO3 references and other things which would make them not work very well with TTW, also they might alter some things that are redundant by this stage of TTW. cheeky


That's why it's better for TTW to have it's own clean and made from scratch bug fixing project, it will be easier to make and maintain since it will be designed exclusively for TTW.smiley


This post purpose is to inform, please do not feel like I am trashing you around for posting a link to a bug fixing mod or anything like that, since it is not my intention. angel


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Michele Magus
Posts: 6
Joined: Sat Apr 06, 2013 4:39 am

chucksteel wrote:

Post by Michele Magus » Sat Apr 06, 2013 5:22 am

[quote=chucksteel]


There are a few other doors that I've always felt like I was in the wrong place when I entered but, I had always just thought I was playing too much fallout and loosing my mind!


One bug I'm looking into is the terminal in the lucky 38 that should sell you upgrades but, has never worked! I have no clue how Obsidian could have let that glaring issue go and, never fix it. 


[/quote]


The Lucky 38 Terminal can be fixed by changing the terminal code:


vL38SuiteVendorREF.showbartermenu


to


ForceTerminalBack

vL38SuiteVendorREF.showbartermenu


It has been working like a charm for me for a long time.



 



tizerist
Posts: 235
Joined: Mon Sep 17, 2012 10:24 am

Regarding  MMUE, I thought

Post by tizerist » Sat Apr 06, 2013 11:39 am

Regarding  MMUE, I thought there were plans to make MMUE (and in turn, MMUE+) compatible with TTW?


This bugfix add-on would seem to suggest that's not the case anymore. Is this so?



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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

I'm sure there are plans to

Post by rbroab » Sat Apr 06, 2013 2:50 pm

I'm sure there are plans to make it compatible, but I think this bug fix patch is simply designed to fix all vanilla bugs within New Vegas and Fallout 3 without the need for other mods.


 


Edit: I'm not sure if the railway rifle has been fixed in 2.0, but if it hasn't, putting it in the vanilla bug fix. For those who don't know, the railway rifle made no sound unless a fix was applied.


I'm not alright, I'm an equal amount of left.

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

It's fixed for 2.0

Post by JaxFirehart » Sat Apr 06, 2013 7:29 pm

It's fixed for 2.0



alegendv1
Posts: 118
Joined: Sat Dec 22, 2012 5:48 pm

I experienced the same bug as

Post by alegendv1 » Sat Apr 06, 2013 10:26 pm

I experienced the same bug as Earache in TTW 1.4, regarding the BB gun ironsights.


[quote=Earache42]


The iron sight node on the BB gun set too close to the weapon so that you visually clip into the mesh when aiming.  This can be corrected by pulling the node back a step or two.


Not sure if this a vanilla bug.  I never bothered with the BB gun in FNV, but you must use it during the FO3 intro and it's a mild immersion killer right at the start.


 


[/quote]


Not sure if you fixed that in 2.0, haven't had much time recently to check. Apologies if this has already been taken care of.



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