I've got bugs...

Post » Sat Feb 19, 2011 2:43 am

Ok, I'm running a pretty unconventional setup. I know I'm naughty, so if you think I should be spanked... well, get in line.

The issues I'm seeing in my current game are:

1. Outcast robots are hostile. The Outcast human NPCs are not. But when the robot detects my presence and engages me, then the human NPC Outcast characters go hostile on me. (Even if I never draw my weapon.)

2. Gold Ribbon Grocers...
Spoiler
When I activate the "Rube Goldberg Machine" inside, the gas explosion that drops the goodies also detonates the missiles and the mini nuke. I die. I've tried stepping on the pressure plate to activate the chain reaction, then running and jumping over the counter and crouching to escape the blast, but after a half dozen unsuccessful attempts, I've given up. The result is that I loose the Nicola Tesla and Tumblers Today skill books. Sad, but true...


3. When I repair a weapon in my inventory, I can continue to repair the item to 100%, even though my repair skill is only around 30ish right now.
I can repair the weapon until the condition bar reaches about 20%. But the items to use to make the repairs remain highlighted instead of ghosting, and I can continue to select them, but the condition bar doesn't reflect the additional repairs. Then when I exit the repair screen, the weapon's condition will be 100%... hard to explain, but something screwy is happening here.

My Load order:
Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Project Beauty.esm
CALIBR.esm
CRAFT.esm
FOOK2 - Main.ESM
FOOK2 - [DIK] DLC Improvement Kit.ESM
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
DCInteriors_ComboEdition.esm
DarNifiedUIF3.esp
CALIBR Ammo Schematics - CRAFT.esp
Piplight - +200%.esp
Piplight - White.esp
Replenishment.esp
SelfSurgeryKit.esp
Existence2.0.esp
bzArmour.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
FOOK2 - Main.esp
FOOK2 - Project Beauty.esp
FOOK - DIK - Project Beauty.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - Project Beauty.esp
WeaponModKits.esp
WeaponModKits - FOOK.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
WeaponModKits - BrokenSteel.esp
WMKAA12Shotgun.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - FOOK2.esp
Mart's Mutant Mod - FOOK2 - DIK.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - Project Beauty + FWE.esp
Mart's Mutant Mod - Project Beauty.esp
Arwen_MMM_Patch.esp
DCInteriors_DLC_Collectables.esp
Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
Gifts4Kids.esp
GunnySack.esp
Ssenkrad'sSecretStash.esp
SBlackhawkR-WMK.esp
MaintenanceShed.esp
Ss[Bunker].esp
Ss[FOOK2].esp
Ss[WMK-FOOK].esp
Ss[FWE].esp
Ss[FWE-Drifter].esp
Ss[AmmoSchematics].esp
Ss[CALIBR].esp
Ss[AA12].esp
Ss[UZI].esp
Ss[ReservistsRifle].esp
Ss[BigTownGuns].esp
Ss[Fallout3].esp
MergedPatch.esp


Any ideas where these issues are coming from?
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Ray
 
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Post » Fri Feb 18, 2011 11:08 pm


snip

1. Outcast robots are hostile. The Outcast human NPCs are not. But when the robot detects my presence and engages me, then the human NPC Outcast characters go hostile on me. (Even if I never draw my weapon.)

/snip



Did you upgrade MMM to RC6.1? This was a known bug that was fixed in the latest update.

If yes, did you let the game respawn properly?
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Blessed DIVA
 
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Post » Sat Feb 19, 2011 7:22 am

Ok, I know you seem knowledgeable about how to make edits ( those Ss mods )to make things work together ( FWE and FOOK2 as an example ) so I don't have to give you the speech about them not playing nice with each other. I am sure you also know that WMK doesn't have the latest updated patch for FWE, I am sure you made the proper adjustments yourself :)

I do have to ask why you have Arwen_MMM_Patch.esp though. I don't see Arwens in your list, and I am wondering if it is compatible with the version of MMM that you are running ( only if you updated MMM the past few days ).
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Erika Ellsworth
 
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Post » Sat Feb 19, 2011 8:08 am

Did you upgrade MMM to RC6.1? This was a known bug that was fixed in the latest update.

If yes, did you let the game respawn properly?

No, I hadn't updated yet. I've been out of town for the past several days, and didn't realize there had been an update released.
Downloaded, and installed the MMMF3 patch, and the most current FOIP patches last night, ready to play.

Ok, I know you seem knowledgeable about how to make edits ( those Ss mods )to make things work together ( FWE and FOOK2 as an example ) so I don't have to give you the speech about them not playing nice with each other. I am sure you also know that WMK doesn't have the latest updated patch for FWE, I am sure you made the proper adjustments yourself :)

I do have to ask why you have Arwen_MMM_Patch.esp though. I don't see Arwens in your list, and I am wondering if it is compatible with the version of MMM that you are running ( only if you updated MMM the past few days ).

Yeah, there is a little bit of voodoo and a whole lot of hokus-pokus going on in my Data folder. But, all-in-all, everything works smoothly. That is why these little issues bother me so much, they're really the only quirks I have in my current set up.

The WMK FOIPs for FOOK and FWE are incompatible, no way around it. You use one or the other. I use the WMK+FOOK FOIP patch, since the FOOK weapons are my favorites. I just can't add any WMKs to any FWE weapons...

The Arwen_MMM_Patch.esp is in there because Kai Hohiro said it fixes an engine bug exposed by some scripts in MMMF3 that causes a CTD I was getting. I installed it, and it worked. It only has the MMM.esm as a master, so it doesn't require Arwen's Realism Tweaks (ART is mostly merged into FWE, anyway. That is the only reason her stand-alone mod isn't in my load order). I looked in FO3Edit while making a new merged patch, and the records that Arwen_MMM_Patch.esp reference are still valid.


Thanks bunches for the feedback, both of you.
I'll go load up the game now and see how the update plays out.

I'm sure I will still have the Repair Items bug, and I would need to go too far back in my save games to see about the Gold Ribbon Grocers thing. Maybe someone knows what is going on with them?
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NAtIVe GOddess
 
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Post » Sat Feb 19, 2011 7:11 am

The Arwen_MMM_Patch.esp is in there because Kai Hohiro said it fixes an engine bug exposed by some scripts in MMMF3 that causes a CTD I was getting. I installed it, and it worked. It only has the MMM.esm as a master, so it doesn't require Arwen's Realism Tweaks (ART is mostly merged into FWE, anyway. That is the only reason her stand-alone mod isn't in my load order). I looked in FO3Edit while making a new merged patch, and the records that Arwen_MMM_Patch.esp reference are still valid.

The part about the Arwen_MMM_Patch.esp is correct, but my Realism Tweaks is NOT "mostly merged into FWE."

There's only a tiny little piece of my Tweaks that are in FWE. All that I even gave permission for FWE to use was my Smarter AI module way back when I had that as an independent module . . . and from what I understand, most of my SmarterAI code has since been changed, plus my own "Smarter AI" code in my current versioin is now very different. But a LOT of people still think that my entire mod has been integrated into FWE . . . which is totally NOT true. My Tweaks are just as much a Fallout 3 Overhaul as FWE.

And my Realism Tweaks are VERY different than FWE . . . you'll experience a very different game with my Tweaks than what you would experience with FWE . . . which is a good thing, since that allows users to have a choice.
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Kelli Wolfe
 
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Post » Sat Feb 19, 2011 1:54 am

2. Gold Ribbon Grocers...
Spoiler
When I activate the "Rube Goldberg Machine" inside, the gas explosion that drops the goodies also detonates the missiles and the mini nuke. I die. I've tried stepping on the pressure plate to activate the chain reaction, then running and jumping over the counter and crouching to escape the blast, but after a half dozen unsuccessful attempts, I've given up. The result is that I loose the Nicola Tesla and Tumblers Today skill books. Sad, but true...




That comes from the Explosive Explosives part of FWE.
Spoiler
I could never get the trap to fully activate so I tcl'ed up to get the loot but couldn't find the nuke so like a big dummy I shot the gas leak. Instant death.

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DAVId Bryant
 
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Post » Fri Feb 18, 2011 10:01 pm

The part about the Arwen_MMM_Patch.esp is correct, but my Realism Tweaks is NOT "mostly merged into FWE."

There's only a tiny little piece of my Tweaks that are in FWE. All that I even gave permission for FWE to use was my Smarter AI module way back when I had that as an independent module . . . and from what I understand, most of my SmarterAI code has since been changed, plus my own "Smarter AI" code in my current versioin is now very different. But a LOT of people still think that my entire mod has been integrated into FWE . . . which is totally NOT true. My Tweaks are just as much a Fallout 3 Overhaul as FWE.

And my Realism Tweaks are VERY different than FWE . . . you'll experience a very different game with my Tweaks than what you would experience with FWE . . . which is a good thing, since that allows users to have a choice.

I get it, now. I was assuming FWE was merging your mod, but I stand corrected. I peek in to your RELz thread now and then to watch what you're doing.
Thanks for keeping me straight.

That comes from the Explosive Explosives part of FWE.
Spoiler
I could never get the trap to fully activate so I tcl'ed up to get the loot but couldn't find the nuke so like a big dummy I shot the gas leak. Instant death.


lol...
Spoiler
In my current play through, I tried a couple times to hit the pressure plate, then run and jump over the counter and crouch in the corner to escape the impending blast.
I seriously wish I had had FRAPS running and capturing a video on my second or third attempt...
The blast hit me from behind right as I jumped over the counter, and my toon flew (in death cam slow motion) through the air, and performed the most awkward face plant on the wall over the sink I think I have ever seen.
It gave me a giggle fit.

Oh, and I tried the ~TCL trick too. It appears that the "goodies" are generated by a script triggered by the gas explosion. They don't exist until you've set off the trap.

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rolanda h
 
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