The bb gun still has some issues.
TTW Vanilla Bug-Fix Add-on
- rbroab
- Posts: 567
- Joined: Sun Jan 20, 2013 2:35 am
-
The 3rd Type
- Posts: 211
- Joined: Wed Sep 12, 2012 2:38 pm
MMUE does more than fix bugs,
MMUE does more than fix bugs, its a vessel for the mod authors to put whatever ass backwards changes they want in, for no reason. Most of MMUE's record edits have nothing to do with bugfixes.
-
kendubz09
- Posts: 31
- Joined: Thu Apr 04, 2013 9:41 pm
it still has the same problem
it still has the same problem in 2.2a
-
yukichigai
- Posts: 58
- Joined: Wed Sep 12, 2012 1:28 am
Captain Defect wrote:
[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]
Contrary to the claims on MMUE's mod page, it is not a bug fix mod. It changes significantly more, particularly in terms of restoring cut content, altering existing content (faces especially), altering the game's UI, integrating DLC items into the main game, and adding new items altogether. It's a game overhaul masquerading as a bug fix collection.
I'm not saying the changes are bad necessarily (though some are from a techincal standpoint), but if you are using MMUE+ because you are under the impression it's JUST a bug fix you should seriously reconsider using it at all. It distinctly alters the game's balance and content in several definitive ways, and it is not what I would call "essential" by any means.
[quote=tizerist]
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?
[/quote]
The problem with MMUE+ is that it disables several normally unused records under the assumption that it will improve game performance (it doesn't). Several of these records are needed for TTW to operate properly. While it is not impossible to make a compatibility patch in this case, it would still be difficult, and more to the point would not ensure much in the way of stability. This is especially true since every time MMUE+ is updated we have no idea what other random records they'll decide to disable or overwrite to the detriment of TTW's ability to function.
On a related note, NVEC is similarly affected, although not to as strong a degree. Still, that's the reason why it's not recommended that you run either with TTW, and why we're discussing a vanilla bugfix mod.
-
Ein
- Posts: 35
- Joined: Tue Sep 18, 2012 7:23 am
That good ol' Fall's Church
That good ol' Fall's Church companion bug persists in TTW 2.2a, every time you wait anywhere you can expect a visit from Paladin Hoss and Initiate Peck. Or such has been my experience so far.
-
Banjo
- Posts: 32
- Joined: Fri Apr 19, 2013 7:05 am
I would REALLY like to see
I would REALLY like to see vanilla bugs in FO3 and FNV fixed with TTW! Not having to worry about compatibility with another bug fix mod would be great, and to be honest one of the main reasons I play Fallout on PC instead of console is for the fan community bug fixes Bethesda/Obsidian never fixed.
Two off the top of my head:
That stupid Brahmin that walks "home" to Megaton from Girdershade in FO3 annoys me hugely! (also, do Deathclaws still spawn inside Sierra's house? I had that happen a few times!).
Monorail balls-up in FNV (unless it FINALLY got fixed? Not the last time I played, and that was post OWB).
- rbroab
- Posts: 567
- Joined: Sun Jan 20, 2013 2:35 am
@Ein sorry, this thread is
@Ein sorry, this thread is talking about bugs that exist in game. Bugs that you get when only playing FO3 and FNV without any mods what so ever. Though I'm sure someone can whip up a fix at some point.
-
paragonskeep
- Posts: 738
- Joined: Thu Oct 25, 2012 6:19 pm
The Regulators HQ has always
The Regulators HQ has always seemed buggy, spawns inside the house, or Sonoma running off and never returning. Also Walter walking off a rail in Megaton and dying, other random deaths like his. I know this isn't a bug per se, but a lot of the "bug fixers" remove the invisible walls which would be nice, and if possible making the 4 caravans in FO3 essential is always good as well. (More than one tends to die when playing on Really hard). Greatly looking forward to having bug fixes intergrated into TTW. Thanks everyone for your hard work.
- rbroab
- Posts: 567
- Joined: Sun Jan 20, 2013 2:35 am
Good call paragonskeep. I
Good call paragonskeep. I remember that random creatures spawn outside of Regulators HQ and if you didn't kill them, Sonoma would run away never to return.
Also, I've heard of Lucy West getting in an argument or fight with Jericho and leaving Megaton. Don't know the specifics, but I know she eventually disappeared from my game.
-
yukichigai
- Posts: 58
- Joined: Wed Sep 12, 2012 1:28 am
paragonskeep wrote:
[quote=paragonskeep]
The Regulators HQ has always seemed buggy, spawns inside the house, or Sonoma running off and never returning. Also Walter walking off a rail in Megaton and dying, other random deaths like his. I know this isn't a bug per se, but a lot of the "bug fixers" remove the invisible walls which would be nice, and if possible making the 4 caravans in FO3 essential is always good as well. (More than one tends to die when playing on Really hard). Greatly looking forward to having bug fixes intergrated into TTW. Thanks everyone for your hard work.
[/quote]
The compromise I usually made for the caravans is making them essential whenever they weren't in the current (or nearby) cell, as well as whenever they were in the air. This prevents the 2 largest sources of them dying, namely a low-process AI-assumed "whoops they must be dead because they entered a cell with a Deathclaw in it", along with the occasional bad spawn or terrain glitch that drops them from 7 stories up (watched that happen to Crazy Wolfgang a lot).
The idea behind the caravans being killable was that you'd need to protect them from threats. It WASN'T meant to have them arbitrarily disappear whenever the game felt like they decided to play "let's poke the Yao Guai" since you were on the other side of the map.
As far as Sonoma goes, she needs to have her combat status set to something above "always flees", as well as being given a top-level AI package that ensures she stays in the Regulators HQ cell. That way even if she does flee she'll come back to Regulators HQ.