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TTW 2.0a is coming!

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

@Jax That would be really

Post by Captain Defect » Mon Apr 01, 2013 6:35 pm

@Jax That would be really appreciated.



The 3rd Type
Posts: 211
Joined: Wed Sep 12, 2012 2:38 pm

My sentiments exactly.

Post by The 3rd Type » Mon Apr 01, 2013 10:15 pm

My sentiments exactly.



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

Just remembered another

Post by Captain Defect » Tue Apr 02, 2013 6:13 pm

Just remembered another bothersome bug: DC super mutants tend not to use the Assault Rifle. Sometimes they just run at you and punch you.



Computerrock1
Posts: 144
Joined: Wed Oct 24, 2012 4:00 pm

^While I don't believe this

Post by Computerrock1 » Tue Apr 02, 2013 8:06 pm

^While I don't believe this is where to post issues. I might as well tell you that it's probably not a bug, or at least the character is functioning correctly. What is *probably* happening is the supermutant spawns with no (or little) ammunition so he can't shoot you. 



scyther808
Posts: 24
Joined: Tue Dec 04, 2012 8:31 pm

Computerrock1 wrote:

Post by scyther808 » Tue Apr 02, 2013 8:23 pm

[quote=Computerrock1]


^While I don't believe this is where to post issues. I might as well tell you that it's probably not a bug, or at least the character is functioning correctly. What is *probably* happening is the supermutant spawns with no (or little) ammunition so he can't shoot you. 


[/quote]


That's where you're wrong. Or at least partially wrong. I've never encountered it in TTW but supermutants have issues with gun animations. Such as you make say an M16 and give it to every supermutant. If you do it incorrectly they won't even attempt to wield it no matter how much ammo they have. Look at the incompatibility issues between FOOk2 and MMM.



Computerrock1
Posts: 144
Joined: Wed Oct 24, 2012 4:00 pm

Oh, you learn something new

Post by Computerrock1 » Tue Apr 02, 2013 8:37 pm

Oh, you learn something new every day... This is why I should just report problems instead of solving them :p



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

You have a mod installed that

Post by JaxFirehart » Tue Apr 02, 2013 9:43 pm

You have a mod installed that changes the super mutant weapons list. Unless a weapon is in the super mutant weapons list, the SMs won't use it. A Merge Patch SHOULD help you, but I can't guarantee that.


As for the follower commands, I can't find anything because I'm in the process of creating TTW 2.0 and all of its formIDs are different.



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

In game now playing TTW 2.0

Post by JaxFirehart » Tue Apr 02, 2013 11:49 pm

In game now playing TTW 2.0 if I can get to Megaton without problems, you can plan on having TTW 2.0 by friday.



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

^^ Sweet.

Post by Captain Defect » Wed Apr 03, 2013 12:04 am

^^ Sweet.



Redisopel
Posts: 68
Joined: Thu Oct 18, 2012 1:33 pm

........... Did JaxFirehart

Post by Redisopel » Wed Apr 03, 2013 12:16 am

........... Did JaxFirehart say possibly Friday!!!!!!!!!!!



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