Guest user29 Posted October 31, 2012 Posted October 31, 2012 lol that's odd they're getting caught in that door. You can remove the mutation by finding the deathclaw that gave it to you. He ran off like a jerk. As hinted at in the message he's hiding out with other deathclaws so you can search if you want or you can hit the spoiler button and I'll just tell you He's in deadwind caverns I haven't actually ever tested getting rid of the mutation, so save before talking to him and let me know how that works out for you
shotdown35 Posted October 31, 2012 Posted October 31, 2012 Hey guys I'm getting no where when i have to meet Ashley at the bar, she just idles outside the sheriffs house.
Guest user29 Posted October 31, 2012 Posted October 31, 2012 Just go to the bar. Claire should walk up to you.
eviljanitor Posted October 31, 2012 Posted October 31, 2012 lol that's odd they're getting caught in that door. You can remove the mutation by finding the deathclaw that gave it to you. He ran off like a jerk. As hinted at in the message he's hiding out with other deathclaws so you can search if you want or you can hit the spoiler button and I'll just tell you He's in deadwind caverns I haven't actually ever tested getting rid of the mutation' date=' so save before talking to him and let me know how that works out for you [/quote'] Ya and its not only the deathclaws that seem to be getting caught there so are members of the militia too. And it seems you may have made an addition to all in game dialogue by mistake in the newest update.
shotdown35 Posted October 31, 2012 Posted October 31, 2012 Well Claires kinda vanished aha, I'll run trough it again to see if i borked it some how.
kinvale Posted October 31, 2012 Posted October 31, 2012 I found the mutated deathclaw (nice company you put him in) and getting rid of the mutation works just fine, but (as intended I guess) going back to Riverside causes a serious case of getting-my-ass-kicked. I was wondering if it was possible to remain the "broodmother", and thus deathclaw-friendly, without the visual effect. Edit: Oh, btw.. Don't know if this has already been reported or is at all Breeder-related, but I noticed some residents of Riverside at some point stop walking and just "blink" in 5yard steps. Simple reload wont fix this, but exiting to main menu and reloading from there usually does the trick.
Guest user29 Posted October 31, 2012 Posted October 31, 2012 Yeah I need to set the riverside deathclaws to their own faction. lol that's odd they're getting caught in that door. You can remove the mutation by finding the deathclaw that gave it to you. He ran off like a jerk. As hinted at in the message he's hiding out with other deathclaws so you can search if you want or you can hit the spoiler button and I'll just tell you He's in deadwind caverns I haven't actually ever tested getting rid of the mutation' date=' so save before talking to him and let me know how that works out for you [/quote'] Ya and its not only the deathclaws that seem to be getting caught there so are members of the militia too. And it seems you may have made an addition to all in game dialogue by mistake in the newest update. Woops. Though i suppose If I had to accidently leave a top level topic without a condition that was the one to do it. Well Claires kinda vanished aha' date=' I'll run trough it again to see if i borked it some how. [/quote'] If the problem persists, restart with a clean save I guess. Sometimes, saving and then reloading the save can fix it. She also just might be in her bed.
shotdown35 Posted October 31, 2012 Posted October 31, 2012 Will do, but other than that, everything else is great.
Guest user29 Posted October 31, 2012 Posted October 31, 2012 Edit: Oh' date=' btw.. Don't know if this has already been reported or is at all Breeder-related, but I noticed some residents of Riverside at some point stop walking and just "blink" in 5yard steps. Simple reload wont fix this, but exiting to main menu and reloading from there usually does the trick. [/quote'] I think this might just be something everyone needs to do after updating each time. I've noticed this issue as well but can't even begin to guess how to fix it. After doing it once, I don't think the problem comes back again so it's tolerable. I might crank out a little surprise for you guys in a couple hours.
coretex Posted October 31, 2012 Posted October 31, 2012 As far as "missing people" goes.. as i was messing around in Riverside.. not only did i have the blink movement, (which some npc's got fixed on a reload.. some didnt, might just do a clean save and use the promontory skip to move along), i noticed for some reason people want to gather outside the main north gate near the bunker up there... why i dont know, but i usually find who im looking for there if i cant find them intown or at their house.
Guest user29 Posted October 31, 2012 Posted October 31, 2012 Exiting and reloading fixed that cluster problem for me. It sounds like you need a clean save though.
coretex Posted October 31, 2012 Posted October 31, 2012 Yea... probably.. so il wait til your next update fix to do that and il just skip ahead to the riverside part since at least iv "experienced" the story up to then. Il just go play my main game for a few days repopulating other parts of the wasteland.
xxdjdjxx Posted October 31, 2012 Posted October 31, 2012 Don't know if this has been reported, but I've had an incident where named residents of Riverside would wander too far over to the Fire Geckos and get killed by them I found a couple Miners and Molly dead by the Fire Geckos when doing the Sara quest. Also, you think you'll be implementing quest markers/objectives at some point?
Guest user29 Posted October 31, 2012 Posted October 31, 2012 None of the residents should come close to any of the fire geckos. None of their packages take them even close. Other than Sara who's in the fire gecko faction. Did I ever mention to you guys how much I fucking hate packages? They are so inconsistent between people's games. I'll often confirm the bugs you guys report in my game, but anytime I can't, 99% of the time it's a package that just decides not to do what it's suppose to. And I won't be putting in quest markers, I like keeping it vague. You're suppose to try and figure it out for yourself. If I had to guess you updated without a clean save. That seems to just completely fuck over all the residents. I'm shocked no one's spotted them flying around the map giving you the finger after not updating with a clean save at this point.
coretex Posted October 31, 2012 Posted October 31, 2012 If I had to guess you updated without a clean save. That seems to just completely fuck over all the residents. I'm shocked no one's spotted them flying around the map giving you the finger after not updating with a clean save at this point. LOL.. yea would think that would happen with any mod in a Bethsoft game, jk Still find it interesting though, that it happens so much to your mod. Played many other mods that added whole areas like that to games in F3, and a few others in NV.. and never recall things like that happening bad enough, oh well. Just sucks that we have to loose progress because of the need of clean saves with alot of mods it seems these days.
Guest user29 Posted October 31, 2012 Posted October 31, 2012 I'm still incredibly nooby at this. I should be amazed anything works ever.
Guest user29 Posted October 31, 2012 Posted October 31, 2012 Me thinks a large portion of you are going to like this surprise episode, but I couldn't finish it tonight. Will probably have it done tomorrow though. It's more of a minisode compared to the others.
xxdjdjxx Posted October 31, 2012 Posted October 31, 2012 If I had to guess you updated without a clean save. That seems to just completely fuck over all the residents. I'm shocked no one's spotted them flying around the map giving you the finger after not updating with a clean save at this point. I don't think so, I noticed the problem in 5.1 which was the very first version I installed. Though to your credit, later releases seem to have fixed some of the problems I was having, not sure about the Fire Geckos though. Stoked about the surprise episode
catapsis Posted October 31, 2012 Posted October 31, 2012 Just something I noticed, but you can push the spore plant around. Also, in the first conversation with Sam, saying "I should go." produces a response that shouldn't happen until much later in the episode.
kalleangak Posted October 31, 2012 Posted October 31, 2012 hi have problems when i shel get ut from the deahclaw cave i sam sas that here water have got and after that i just stand still... what shod i do or sod i just what? P.S sorry for my eng
Guest user29 Posted October 31, 2012 Posted October 31, 2012 Just something I noticed' date=' but you can push the spore plant around. Also, in the first conversation with Sam, saying "I should go." produces a response that shouldn't happen until much later in the episode. [/quote'] Pushing other actors around is just a game engine thing. The plant is still an actor just like anything else and you can push actors around. Thanks for the goodbye topic bug. Just laziness on my part hi have problems when i shel get ut from the deahclaw cave i sam sas that here water have got and after that i just stand still... what shod i do or sod i just what? P.S sorry for my eng I'm not sure I can understand you, but it sounds like you're getting stuck after sam gives birth. If this is your problem you need to update your pregnancy mod to the most recent. Using an older version will break it completely.
kalleangak Posted October 31, 2012 Posted October 31, 2012 okey thx and yeah, you did understand me:)
kalleangak Posted October 31, 2012 Posted October 31, 2012 the pregnancy mod i use is v20121010.1 shoud i use v 20121026.3 insted?
eviljanitor Posted October 31, 2012 Posted October 31, 2012 the pregnancy mod i use is v20121010.1 shoud i use v 20121026.3 insted? You want to use v 20121026.3
Guest user29 Posted October 31, 2012 Posted October 31, 2012 Yeah 20121010 will break it for certain every time.
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