Note & report the FormID number displayed at the top
Take screenshots
Unacceptable Bug Reports:
Involving other mods
Involving mod manager issues
Installation user errors
Non-English version issues
If you followed these directions and you actually found a bug, I'll look into it. Pretty please with a cherry on top try to post comments here involving this mod.
I want to thank hairylegs for taking the time to do the monumental effort of back porting the years of work we've done on TTW to Fallout 3 (sans our changes for other reasons). He's done an amazing job and a thing I myself did not want to do as it's enough working keeping TTW up to date. Rest assured we will continue to work together to bring fixes to both Fallout 3 and TTW.
I hope you enjoy all the work we've done, from scratch to make Fallout 3 the best it can be.
I only ask that you be respectful to him and us, if you find something you don't like or disagree with. The amount of work here is in the 10s of thousands of hours and everything was considered carefully. Enjoy!
Step 17 in the Installation Instructions to start a new game is there for that reason.... along with many many other reasons. So please follow that step! I'm tired of seeing users not following instructions and posting this same "bug" over and over and over again in here lol.
This includes upgrading from previous versions as well. Each version depends, but better to start a new game each time upgrading.
I don't fault you for it. You simply did your duty.
I wonder if you could possibly include an options menu in future versions for some noteworthy glitches to still be allowed like the Gary 23 Glitch in order to have people customize their FO3 the way they like it?
I'm a bit confused. You say do not edit Fallout 3 + DLC ESM files but then under requirements you have the ESM file patcher.
Important Note:Please do not edit the Fallout 3 + DLC ESM files and do not edit this patch or you're asking for things to break in your game. This is only designed for the English version of the game.
That important note is towards users opening the game's ESM files in the Geck or XEdit and changing code. Users don't need to do any of that installing this mod. Just follow the installation instructions and play.
ESM Patcher is actually an ESM file replacement but the installer works by patching the original ESM files to be the replacement files. Binary differences. I edited the game's ESM files so users don't have to do anything
do you still endorse NVAC in 2024? because i've been having stuttering and crashing issues with my game and I'm looking for a fix but many people are saying that NVAC is outdated and does more harm than good nowadays.
NVAC works very well for FO3. Also if you're going to report crashing and stuttering issues here, please follow the top posted Bug Report Rules before doing so.
so i cannot for the life of me get the game to launch. ive followed the instructions to a t multiple times and it just crashes and exits as soon as i start a new game. ive uninstalled the game, reinstalled and tried again and nothing. any idea whats going on?
i can upload a video of me following instructions if that helps at all......
ive tried following both instructions, the ones in description and the downloaded ones, i will try a different graphics driver later, if that doesnt work, im all outta ideas and would like some assistance lol
Please follow the top posted Bug Report Rules before posting bugs here. Another user also reported this lower in the comments and also didn't follow the rules. The user below figured out it was caused by a conflict with the bnb mod.... There's warnings in the Description Page too.
If it is an actual vanilla bug, I can easily apply a fix script similar to how Megaton residents were disappearing. However, no one has reported this bug here except you. Also, I wouldn't pay much attention to changes before v3.0. The entire mod was remade from scratch explained in the Description Page - Other Thoughts paragraph.
Activated the robots, helped save Big Town from the Super Mutants, waited in random places away from Big Town for a week. Returned and they're still there. Unless you can give me more details on how they disappeared, and you followed the top posted Bug Report Rules, I can't reproduce.
They disappeared before activation. 1. Visit big town first time, picked quest, heal timebomb. Found broken robots, trying to interact. 2. Visit Arefu, completed vampire quest, looted surface area beetween arefu-mereshti trainyard-police HQ (so i was close to Big Town on the other side of the river), fast travelling to Megaton 1-2 times. 3. Cleared police HQ, saving Red & Shorty, FT back to Big Town. Choosing option to repair robots - there were no one of them. Repeated from HQ but now without speaking with Red (without completing quest in log) - still no robots. Restoring them with console commads helped.
Still couldn't reproduce. Only thing I can think of is you might've experienced that issue with models sometimes moving a lot or getting thrown a distance from collision issues of where they're placed.
Try finding where they are in your savegame. In the console try these: Player.MoveTo 2C11B Player.MoveTo 2D934
got teleported to empty place where it should be. It's not shown untill disable/enable command entered. Teseted on save right before police HQ. That's the oldest i have.
I don't see anything in the coding that disables them and since I can't reproduce, I don't see anything to fix. The only thing I see that is somewhat related to disabling is they get killed if the player takes too long to help Big Town when away.
They appear only after resurrect-disable-enable sequence. Not resurrect-enable or any other commands. So I assume they are dead and they corpses despawned. There are no conflicts shown, none of them or their location touched directly by any mods. I see 4 possible ways it could happen: 1) DT scripts somehow affected them in a wrong way (probably not, it should not affect creatures at all, but people report they got damage over time when installed it wrong way on existed game, so some miscalculations in its script may kill) 2) SR increased fall damage killed them (but they spawns only slightly above the ground, player character get 0 damage from this height, idk) 3) they were catapulted by vanilla collision bug then killed by fall damage or nearby enemies outside of Big Town 4) DT, SR, Explosive Entry, ISP, stewie tweaks, somehow broke UUF3P fix script.
UUF3P doesn't touch them and the developers put those robots in SetGhost mode. Link explains in details. So most of what you said, the developers already thought of that.
Quote: They appear only after resurrect-disable-enable sequence. Not resurrect-enable or any other commands. So I assume they are dead and they corpses despawned.
That may be helpful. I'll keep digging in the code
Bug in the base game: Can't click on the right arrow in SPECIAL book when using ultrawide 3440x1440 resolution No other mods running. Form ID: "You're SPECIAL (0002ecc0) Screenshots: https://imgur.com/a/JWFIU5B
Thanks for the reply. Mouse click is still needed after finishing assigning points and wanting to close the book. The only workaround I found was to change resolution temporarily.
Hey i love the work you put in the mod but wanna know, does it fix the winterized T-51 durability and if yes then would like to know how to revert it back
Before you decide to do that, here's the bug fix explanation. There's 2 vanilla versions of the Winterized T-51b PA. One is the wasteland version that decreases in condition upon usage. The other version is for the Anchorage simulation that has basically infinite condition. This patch fixed it to where the player obtains the correct wasteland version upon retrieving the PA outside of the simulation.
If you want to cheat with infinite condition PA, then here's the console commands: Player.AddItem 01001F09 1 Player.AddItem 01001F08 1
I am trying to install this on my GOG FO3 GOTY version, which supposedly includes all the expansions, yet after installing with Vortex, I get the message that there are missing masters, and when I expand on that it says that this patch depends onthe following files: Anchorage.esm BrokenSteel.esm PointLookout.esm ThePitt.esm Zeta.esm
Yet when I look in the Data directory, I see all those ESM files. I ran the Unofficial ESM patcher first, then installed this. What did I do wrong?
Edit: I found the problem, posting here in case anyone else has the issue.
The DLC was not enabled in the Fallout 3 Launcher. I needed to start the launcher, click the Data Files and enable all the DLC listed
7059 comments
- Post bugs here please
- English version of the game
- Latest current version of this patch
- No other mods are running counting out conflicts
- Bugs only involve this patch and the base game
- Go into console by pressing `
- Click on bugged item
- Note & report the FormID number displayed at the top
- Take screenshots
Unacceptable Bug Reports:
- Involving other mods
- Involving mod manager issues
- Installation user errors
- Non-English version issues
If you followed these directions and you actually found a bug, I'll look into it.Pretty please with a cherry on top try to post comments here involving this mod.
I hope you enjoy all the work we've done, from scratch to make Fallout 3 the best it can be.
I only ask that you be respectful to him and us, if you find something you don't like or disagree with. The amount of work here is in the 10s of thousands of hours and everything was considered carefully. Enjoy!
-TTW Team
Step 17 in the Installation Instructions to start a new game is there for that reason.... along with many many other reasons. So please follow that step! I'm tired of seeing users not following instructions and posting this same "bug" over and over and over again in here lol.
This includes upgrading from previous versions as well. Each version depends, but better to start a new game each time upgrading.
Please do not flood this comment section about this. This is a mod manager issue and has NOTHING to do with mod author's fomods.
The exception that is thrown when there is not enough memory to continue the execution of a program.
What to try:
Because I really like it and I don't want it to go...
I have fond memories of using that glitch...
Also its probably not like you're gonna make a version just for people who want it to stay, so RIP people like me.
I wonder if you could possibly include an options menu in future versions for some noteworthy glitches to still be allowed like the Gary 23 Glitch in order to have people customize their FO3 the way they like it?
Important Note: Please do not edit the Fallout 3 + DLC ESM files and do not edit this patch or you're asking for things to break in your game. This is only designed for the English version of the game.
Requirements
ESM Patcher is actually an ESM file replacement but the installer works by patching the original ESM files to be the replacement files. Binary differences. I edited the game's ESM files so users don't have to do anything
i can upload a video of me following instructions if that helps at all......
i will try a different graphics driver later, if that doesnt work, im all outta ideas and would like some assistance lol
Try steps 7-9
Can someone tell me that exactly this fix does? I need to check if this affected by other mods.
1. Visit big town first time, picked quest, heal timebomb. Found broken robots, trying to interact.
2. Visit Arefu, completed vampire quest, looted surface area beetween arefu-mereshti trainyard-police HQ (so i was close to Big Town on the other side of the river), fast travelling to Megaton 1-2 times.
3. Cleared police HQ, saving Red & Shorty, FT back to Big Town. Choosing option to repair robots - there were no one of them.
Repeated from HQ but now without speaking with Red (without completing quest in log) - still no robots.
Restoring them with console commads helped.
Try finding where they are in your savegame. In the console try these:
Player.MoveTo 2C11B
Player.MoveTo 2D934
Teseted on save right before police HQ. That's the oldest i have.
There are no conflicts shown, none of them or their location touched directly by any mods. I see 4 possible ways it could happen:
1) DT scripts somehow affected them in a wrong way (probably not, it should not affect creatures at all, but people report they got damage over time when installed it wrong way on existed game, so some miscalculations in its script may kill)
2) SR increased fall damage killed them (but they spawns only slightly above the ground, player character get 0 damage from this height, idk)
3) they were catapulted by vanilla collision bug then killed by fall damage or nearby enemies outside of Big Town
4) DT, SR, Explosive Entry, ISP, stewie tweaks, somehow broke UUF3P fix script.
They appear only after resurrect-disable-enable sequence. Not resurrect-enable or any other commands. So I assume they are dead and they corpses despawned.
That may be helpful. I'll keep digging in the code
Can't click on the right arrow in SPECIAL book when using ultrawide 3440x1440 resolution
No other mods running.
Form ID: "You're SPECIAL (0002ecc0)
Screenshots: https://imgur.com/a/JWFIU5B
The only workaround I found was to change resolution temporarily.
If you want to cheat with infinite condition PA, then here's the console commands:
Player.AddItem 01001F09 1
Player.AddItem 01001F08 1
Anchorage.esm
BrokenSteel.esm
PointLookout.esm
ThePitt.esm
Zeta.esm
Yet when I look in the Data directory, I see all those ESM files. I ran the Unofficial ESM patcher first, then installed this.
What did I do wrong?
Edit: I found the problem, posting here in case anyone else has the issue.
The DLC was not enabled in the Fallout 3 Launcher. I needed to start the launcher, click the Data Files and enable all the DLC listed