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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 have an issue that is difficult to describe. On mothership zeta, specifically during the cryo lab missions, all of the cryo pods and their controls appear to be bugged, as if they have already been activated. All of the NPCs that are meant to be "frozen" in the pods are running around wildly and attacking when the room is loaded in. Pressing the release button on the cryo pod triggers a button press animation, but does not cause the pods to raise or release or react in any way.
The only running "mods" are two minor tweaks to the INI files to allow the game engine to run at a higher FPS. Other than that, no other mods are present. This issue goes away and the pods return to normal function if this patch mod is removed.
If it is relevant, the ID of at least one of the cryo pod bases is 0051a7. The pod itself is 005242.
Hello, is there any mod compatibility list to check which mods are ok with this? Also, bysaying "DO NOT INSTALL OTHER MODS UNLESS YOU KNOW WHAT YOU'RE DOING. YOUR GAME WILL MOST LIKELY BREAK IF YOU DO WHILE RUNNING THIS PATCH." you mean I have to install other mods first and keep this the last to install?
Noticed an issue during The Waters of Life, (English Version OGG download), towards the end of the quest when James sends you to drain the intake valves, James' dialogue can be heard over the intercom warning of the Enclave breaching the facility, but it takes a good 30-60 seconds for the Enclave vertibird to be seen landing outside after James' dialogue has been triggered.
I did everything in the installation manual down to the minute detail but it says i keep having a unknown version of fallout and i do have the latest release of fose
Hello my friend, been seeing this issue (English version) where NPCs will sometime walk around with their weapons drawn outside of combat. If it is a two handed weapon they will walk around with it in one hand, as pictured by Harkness here. I see it most happen with the security detail in Rivet City, but Victoria Watts also approached me with her combat knife drawn.
7006 comments
Unacceptable Bug Reports:
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:
The only running "mods" are two minor tweaks to the INI files to allow the game engine to run at a higher FPS. Other than that, no other mods are present. This issue goes away and the pods return to normal function if this patch mod is removed.
If it is relevant, the ID of at least one of the cryo pod bases is 0051a7. The pod itself is 005242.
also, why did you change a bunch of doors like the entrance to rivet city?
The routes have been fixed thanks to TTW. If you look in the Geck, the routes make sense of where to go including placements of those doors.
is there any mod compatibility list to check which mods are ok with this?
Also, bysaying "DO NOT INSTALL OTHER MODS UNLESS YOU KNOW WHAT YOU'RE DOING. YOUR GAME WILL MOST LIKELY BREAK IF YOU DO WHILE RUNNING THIS PATCH." you mean I have to install other mods first and keep this the last to install?
Thanks in advance!
Description Page - Conflicts
b) does this patch fix Arefu being hostile if you kill family? I don't mind bad karma for offing them just don't want arefu to be hostile.
Did you use the original German Dub and text?
UPDATED Unofficial Fallout 3 Patch german translation