Engine Bugs (Fallout New Vegas)
From GECK
Contents
Bugs remaining
- SayToDone will not trigger if the actor is not in the same cell as the player regardless of quest item or persistence.
- EGM files will not load correctly unless in a BSA file and/or overrides negate them.
- RemoveAllItems does not run OnUnequip blocks and causes effects to be left on the player
- RemoveAllTypedItems does not run OnUnequip blocks and causes effects to be left on the player
- Multibounds have a bug where the culling flickers when used with vis planes. This might be due to the flickering issue of overlapping alpha primitives and other alpha objects. Roombounds do not exhibit the culling problem but do also exhibit the issue with objects that have alpha.
- Weapons and armor with OnEquip and OnUnequip blocks don’t fire when RemoveAllItems or RemoveAllTypedItems is used
- Projectiles (Grenades) with VATS targetable flag can be targeted in VATS, but always have 0 chance to hit in both games. Confirmed working on PS3 and XBOX 360
- Projectiles that use Full Ballistic Flight Modeling (Non hitscan projectiles) will not use water impact decals even if defined in the impact data set.
- Caution or Combat mode does not clear when the player moves to a cell which has no alerted actors, and can remain active even though all enemy actors are dead Sometimes it stays active until the game is reloaded (happens in both games) - partially fixed by JG
- Creatures that have a membrane shader (Aliens) will double any DR effect added to the base creature form as an actor effect. This may apply to any NPC/Creature, not yet verified (happens in both games) - note this was also a bug with DT in New Vegas and was fixed in patch 1.3
- NPCs wearing armor with enchants get applied every time they are loaded and stack infinitely (possibly because no recovery flag on the effect or no "has effect" check)
- References (non talking activators) set to be talkers via SetTalkingActivatorActor have no distance attenuation (works in Fallout 3) - probably intended in NV, would be nice to have this selectable somehow
- iSneakLevelBonus creates an issue when the player is > the level of the actor/creature and results in it being harder to sneak by them, 0x642ED0, the multiplication results in a negative modifier
- AI does not always process correctly unless the player is in the cell, moves through a load door, or fast travels regardless of no low level processing flag for many package types: sleep, find, patrol, eat. It is as if the processing level is having the wrong one chosen (works in Fallout 3)
- Actors with lock/unlock door packages do not check the doors in the cell they are in for ownership and will lock them even if owned (works in Fallout 3, may be related to above)
- AI dialogue package Once a Day flag works inconsistently (Rivet City, works in Fallout 3)
- The idle manager behaves oddly picking the same idle constantly (possibly condition issue)
- If an actor template is in a leveled list, the actor template will almost always be chosen (NV only, works in Fallout 3)
- Actors with the Aggro Radius Behavior flag will not execute their packages if the player is near, even when they are not hostile, after an indeterminate amount of time has passed since the game began (constant aggro)
- Strange teleportations occur with Havok items in cells which exceed Havok bounds and a mesh also exceeds the bounds. This can also be triggered by setting a moveable static object to enable state opposite of the player and placing it outside Havok bounds (happens in both games)
- Actors and Projectiles sometimes ignore Havok or bounds when culled from the camera frustum or initially loading a cell
- GameMode scripts will not run on crafted items until dropped and picked up
- Occasionally editor primitives can be seen in the worldspace (collision spheres observed, happens in both games)
- Weapons with looping sound will occasionally play the sound when nearby, after a save game is loaded upon player death. Loading the save manually again will stop it.
- Disabled objects with looping sounds sometimes still play the sound
- Creatures with idles in other cells can sometimes be heard
- Stonewall does not reduce damage against creature attacks since they are classified as neither melee nor unarmed attacks.
- StartCombatResponse does not check other actors and makes the original actor say the line when they shouldn't.
- Havok bounce physics set on NIFs with the Restitution value only bounce very occasionally when a specific area of the NIF impacts the ground in a certain way (usually when a pointy end hits the ground), as a result NIFs have almost no ability to bounce at all and drop like rocks even things such as bouncy balls. (Works in Fallout 3)
- Moveable objects, (Mostly frag mines) will warp to worldspace coordinates (0, 0) if any of the cells bordering by two grids are loaded for the first time.
Bugs Fixed
In JIP LN NVSE:
- Has Backpack flag causes weird issues on armors when holstering while moving, effects weapons attached to the back of actors.
- Hotkeyed weapons will choose the weapon with the lowest condition if there is more than one in the players inventory and it has the same modifications or lack thereof.
- When a perk has an Activate Entry with Run Immediately, it CTDs.
- Ash Piles in cells with encounter zones that are marked never reset, never despawn.
- DeathResponse dialogue does not function whatsoever.
- OnAdd will not fire on crafted items until dropped and picked up. (note, only will work on armors and non disposable weapons)
- Kill challenges are incremented when essential actors are knocked unconscious.
- Lights don’t work on projectiles and explosions.
- Modified weapons appear as the base version on Actors.
- Disabled markers are still "seen" by the AI.
- Midnight image space modifiers do not work at all.
- Ammo form lists cannot have ammo added with AddFormToFormList, causes CTD during plugin enumeration when loading a save.
- Placed acoustic spaces do not function.
- Firing a weapon that doesn’t have a muzzle flash past a certain distance will cause the game to CTD.
- Projectiles without a sound will cause CTD.
- Hardcore actor variables have no bounds checking, dehydration, hunger and sleep deprivation can go in the negative by large amounts.
- voice modulation on talking activators doesn't work if the player is in dialogue mode.
- Voice modulation on holotapes doesn't work.
- Voice modulation doesn’t work on some talking activators.
- Player hit dialogue does not work.
- NPC hit dialogue does not work.
- When selling or transferring items between containers modified weapons will lose their "+" denote.
- Ammo casings disappear almost immediately in 1st person yet remain for a short time in 3rd person, disobeying the fade out time game setting.
- Pointer Dereference has no null check.
- When a weapon is set to multiple projectiles, maybe a sound and muzzle flash (plus light?) is created for each projectile causing a severe pause when there is enough of them.
- Talking activators have no null checks in dialogue.
- If the condition OffersServicesNow is used on any NPC and GetIsID does not come before it, they game will CTD (infamous sink bug).
- High Noon image space modifiers transition in the opposite direction they should.
- When you enter and leave a cell the sunglare texture stops working and is replaced by a halo.
- Radio songs randomly stop playing or won’t cue a new one.
- Clouds don’t appear for several seconds after leaving an interior.
- Unlocked, owned teleport doors appear red on the HUD even when the linked cell is set to public.
- Perk entry point ModifyChemDuration does not ignore the "food" flag on consumables
In lStewieAl's Tweaks:
- Fix Iron sighting snapped to position due to a lack of blending of the camera position.
- Fix Radio Volume does not lower when in dialogue, songs only. Spoken dialogue works as intended.
- Fix The challenge, "and Know Disintegrations" is incremented on any crit death by energy weapon, it should be player only.
- Fix "and Know Disintegrations" stat increasing upon entering a cell containing an ash pile.
- Fix Z height checking in AI packages for markers doesn’t work at all.
- Fix any perk entry point does not apply to the equipped weapon when first loading the game (rapid reload, etc).
- Fix Z height checking for navmeshes with doors doesn’t work at all.
- Fix "Money" only appears in the main container list and not in any subcategory and cannot be viewed in the pipboy.
- Fix Giving weapon mods weight causes a CTD, also shows always as 0 in the UI.
- Fix Using a book when a skill is already 100 still uses the book.
- Fix exploit where Pipboy Repair items could be duplicated by rapidly opening/closing the menu.
- Fix 'Invalid Chip Data in CasinoData List' when using the slot machine.
- Fix radio conversation volume not resetting when dialogue is force exited (e.g. by loading a save), or a submenu (Barter etc.) is opened.
- Fix vanilla bug where NPC weapon idle sounds could be heard from anywhere (most noticeable with the Chainsaw or Ripper).
- Fix bug where reload and holster speed were incorrect after loading a save.
- Fix bug with the fActionPointsRunAndGunMult gamesetting that allowed AP to become negative, and bug where reload AP was charged when changing weapons.
- Fix bug where armor recipes used their message icon instead of inventory icon.
- Fix bug where caravan would payout double caps.
- Fix bug where the console turned invisible when returning to the main menu - additionally show the console in loading screens and VATS.
- Fix bug where double tapping the ammo swap key would fully load a reload-loop weapon.
- Fix bug with the Perk Menu that hid the 3rd perk requirement; remove commas and '--' for perks that only have a level requirement; and remove double spaces in requirements containing 'OR'.
- Fix bug where diagonal movement didn't function with collision disabled, and add jump to fly upwards.
- Fix automatic weapons with ammo use > 1 not functioning properly in VATS.
- Fix rare bug where the pipboy light effect stayed on when opening the pipboy.
- Fix bug where aiming during cinematic killcams would cause the screen to flicker.
- Fix bug where weapon near and far sounds did not blend properly.
- Fix bug where 'GetVATSValue' and 'StopMagicShaderVisuals' could be printed to console if called from scripts.
- Fix bug where VATS hit percentages were always zero when using Steady with a weapon with 0 min-spread.
- Fix softlock when gaining SPECIAL points when stats are already maxed out.
- Fix the mouse not functioning properly in barter/container menus opened from a terminal (e.g. the Suite Upgrade terminal in the Lucky 38 Suites)
- Apply perk modifiers to the duration of chems in the PipBoy to show the correct length when using perks like Logan's Loophole.
- Fix debug bobby pin health display being incorrect when opening the lockpick menu.
- Fix bug where recipe menu component counts could become negative.
- Fix the [GamePlay] bHealthBarShowing setting so it also affects the NPC under the crosshair (the setting is named poorly, set it to =1 to hide the healthbar).
- Fix vanilla bug where [SpeedTree] bForceFullLOD = 1 reset to 0 when opening the PipBoy.
- Fix fCombatMissileStickDepth and fCombatMissileImpaleDepth gamesettings only being checked for first projectile of the session.
- Fix DR display becoming invisible after viewing an armor with DR and DT.
- Fix saves list disappearing when confirming a save deletion with Enter/Space.
- Fix tiny memory leak whenever controllers vibrate.
- Fix bug where you could land on a fake ledge while falling.
- Fix bug where explosions could not gib limbs if the player has the Bloody Mess perk.
- Fix bug where lockpick prevented movement keys after forcing a lock.
- Fix crafting menu using incorrect condition on the condition bar and show notch midway along bar for armors.
- Fix level-up menu softlock when reaching max points while using the iSkillPointsTagSkillMult gamesetting.
- Fix fForegroundMouseMult being ignored if fForegroundMouseBase is 0.
- Fix pickpocket live grenades not working if target has ammo equipped.
- Fix bug where the HUD CND arrows ignored HUD visibility flags when changing weapons.
- Prevent reloading if current clip ammo is larger than the weapon's clip size.
- Fix radio talking activators with a radius not playing in child worldspaces.
- Cripple specific limb challenges (like legs) with a specific weapon or formlist only increment when the idle finishes playing, interrupting it with another shot causes the challenge to not be incremented.
- Map Marker reputation didn't work for mod esps/esms.
- Fix NPCs and creatures always using 1gtattackthrow for throwables, ignoring the weapon anim.
- Fix RecipeMenu category not resetting when opening the menu.
- Prevent NoActivate sound playing when activating a workbench/reloading bench.
- Fix sun light rays being offset.
- Fix AP being charged for reloading in VATS even if you don't have enough ammo to reload.
- Fix hidden pickup prompt for pickable grenades (e.g. baseballs from pitching traps).
- Fix controller vibration not resetting when loading a save.
- Don't show 'Radio discovered' popup if the radio is marked as hidden on the pipboy.
- Prevent NPCs holstering their weapons if their aggro radius is breached.
- Show 'Save failed.' message if saving fails.
- Fix spectators incorrectly assessing weapon threat levels.
- Fix NPCs detecting you when you bump into companions.
- Closing the roulette menu crashes the game - fixed a 'double free' bug which could randomly cause crashes
Fix crashes when:
- gaining XP above level 99
- loading a save created with a higher uGridsToLoad setting
- loading a disabled object that has LOD - and display a console error message
- viewing a weapon that has weapon mods that are no longer present
- an NPC's race could not be resolved -- default to using the CaucasianVanilla race
- trying to click on an off-screen menu item using the keyboard
- closing a quantity menu opened using the arrow keys
- loading an invalid BSFadeNode
- loading an invalid BSMasterParticleSystem
- reconnecting a controller while hacking a terminal
- equipping a pipboy item while opening/closing the pipboy
- loading a NIF whose HkpShape has invalid child nodes
- explosions occur near some water
- loading with a weapon modification that has weight.
- FireWeapon is used with some reload loop weapons
- loading some broken facegen files
- moving too quickly in exteriors or near multibounds
- stealing items with broken ownership
- pinning some dismembered limbs
- viewing an item whose effects list string is too long
- switching between controller and mouse
Optional Bugfixes
- Don't Allow Console Till Init Is Done - prevent opening the console until settings have been loaded
- Enhanced Camera Ground Sink Fix - fix a bug with Enhanced Camera where the player would sink into the ground when switching from 1st to 3rd person
- Explosion Knockback Direction Fix - push actors away from explosions instead of who created the explosion
- Fix Kill Challenge Source Weapon - use the last weapon that damaged an NPC instead of the currently equipped weapon for kill challenges
- Inactive Window Scroll Fix - prevent scroll-wheel affecting windows outside NV
- Keep XP Bar Visible When Closing Menus - fix an oversight where the XP bar would disappear when closing menus
- Sort Unavailable Radios To Bottom - move unavailable radios to the bottom of the radios list
- Spin Weapons Sound Fix - fix a vanilla bug where weapons with looping sounds stop playing their fire sound
- Ultra-wide Black Rectangle, and Zoomed Menus/Scope Fix - fix bugs with 21:9+ resolutions where the fade-to-black effect would not cover the whole screen, and scopes/lockpick/terminals were zoomed in too far
Enhancements
- Add a section [GameSettings], under which gamesettings can be added to be loaded after esps. Also read [GameSettings] section from any ini files in the NVSE/Plugins/Tweaks/Gamesettings folder.
The main tweaks INI can be overridden by .ini files in the Data/NVSE/Plugins/Tweaks/INIs/ folder will override the main INI (excluding GameSettings).
- Extend vanilla XML keybindings to support Numbers, F1-F12, CAPS, TAB and ALT. e.g. _PCBUTTON_1, _PCBUTTON_F10, _PCBUTTON_CAPS, _PCBUTTON_TAB, etc.
- Add ALT-F4 support during load-screens.
- Add DPAD to scroll through body parts in VATS.
- Keyboard+mouse inputs no longer persist when loading a save.
- Allow un-setting of the active quest by clicking on it in the quest menu.
- Add the list of missing mods to the "Content is Missing" popup when loading a save.
- Show warning if sCharGenQuest is invalid when clicking 'New Game'.
- Show sSaveNotAvailable when quickloading with no saves available 'No valid save game found.'.
- F1/F2/F3 PipBoy hotkeys no longer trigger if the console is open.
- PickRefByID no longer creates a duplicated line when selecting refs in the console.
- Companions no longer mention having no ammo if they are using a recharging weapon.
- Allow binding actions to the '2' key in the settings menu.
- Rock-It-Launcher projectiles now show their 'Take' prompt as in Fallout 3.
- Add explosion flag bit '31' for preventing an explosion from shaking the camera.
- Stop the player's position being reset if flying out of bounds with collision disabled (TCL).
- Prevent the concussion effect with a crippled head if in godmode.
- Allow uGridsToLoad below 5.
- Allow hotkeying books and the implant GRX.
- Allow dropping items in midair.
- Allow selecting console refs while menus are open.
- Allow firing with 0 bullets in godmode (vanilla requires at least 1 ammo).
- Allow formIDs in the COC command.
- Remove need to specify a count when using AddItem or RemoveItem commands.
- Remove vanilla 1000 saves limit.
- Add a '+' after modded weapon names in the repair menu.
- Escape and printscrn buttons now function when a controller is connected.
- Pressing Escape while keybinding will remove the bind for that control.
- Settings now save even if the start menu was closed without clicking on "Back".
- Add debounce to start menu Action Mapping to allow use of the enter key to select the control.
- PipBoy scroll heights now save even if the menu is closed without clicking on anything.
- XP, Quests and Messages are no longer hidden after closing the start menu.
- Action Point Regeneration modifiers now apply even when the player has no weapon equipped.
- Save images are shown in the Save/Load menu regardless of whether they are mouse hovered over.
- Optimise the quest, note and save/load menus to improve menu load time.
- Stop mouse taking priority in menus after arrow keys are pressed, and VATS when using W, S or mousewheel to select a bodypart.
- Inventory selection no longer disappears when using Arrow Keys/WASD.
- Objective, quest, crippled limb and XP indicators no longer persist when loading a save.
- Fix shift arrow keys occasionally not switching item lists in Barter/Container menus.
- The currently selected list item in the Note, Quest and LevelUp/Trait menu no longer disappears when using Arrow Keys.
- Don't lose the scroll position when clicking on a quest with the arrow keys
- The shift key no longer gets stuck in menus and the console.
- Add scrollwheel to change Recipe menu categories.
- Remove an extra space after [Skill] tags in dialogue.
- Allow closing the PipBoy from the keyring menu, and the Stats menu while in limb selection mode.
- HighlightBodyPart and HighlightAdditionalReference no longer hide the player's weapon, and highlighted actors no longer crash the game when unloaded.
- The RepairServices and Book menus now hide behind the pause menu.
- The RepairServices Menu keeps its scroll position when repairing items.
- Closing the PipBoy straight from the Item Mod Menu no longer unequips your weapon if it was equipped.
- Ammo count and type are no longer reset when loading a save.
In JohnnyGuitar NVSE:
- Goodbye dialogue with companions doesn’t play after trading with them (Lets go).
- the PCMiscStat "Water Consumed" is not incremented along with the counter for Camel of the Mojave.
- Upon entering a cell any ash piles will increase the "Enemies Disintegrated" stat.
- Weapons that have backpacks and weapon mods will create duplicates of the backpack when unequipped/equipped, this only happens when a weapon has a mod applied such as flamer with expanded tanks.
- Weapons with backpacks can have the backpack still appear on the player or actor when RemoveAllItems or RemoveAllTyped items is used.
- Enemy creatures (Possibly NPCs too) can sometimes shoot you even if you are behind them.
- Has Backpack flag causes weird issues on armors when holstering while moving, effects weapons attached to the back of actors.
In TTW NVSE:
- MISC items in ammo lists cause the game to CTD if the first entry is not of type AMMO (rock-it launcher). (moved to JIPLN)
- The challenge, "and Know Disintegrations" is incremented on any crit death by energy weapon, it should be player only. (In JohnnyGuitar)
- Z height checking in AI packages for markers doesn’t work at all. (moved to JIPLN)
- any perk entry point does not apply to the equipped weapon when first loading the game (rapid reload, etc). (in Stewies Tweaks)
- Z height checking for navmeshes with doors doesn’t work at all. (moved to JIPLN)
- the PCMiscStat "Water Consumed" is not incremented along with the counter for Camel of the Mojave. (also in JohnnyGuitar)
- Upon entering a cell any ash piles will increase the "Enemies Disintegrated" stat. (also in JohnnyGuitar)
- Player hit dialogue does not work.
- NPC hit dialogue does not work.
- Player/NPC hit dialogue does not work on every hit (Fallout 3 intended behavior, NV it is not intended and uses a cool down timer).
- Death lines get cut off before they finish fully. (moved to JohnnyGuitar)
- Radio talking activators with a radius do not play in child worldspaces (changed to a function to enable/disable)
In kNVSE:
- Looping reloads cannot be cancelled
- Looping reload velocity exploit when loading/saving a game
- Unequipping any single bullet reload weapons (as in .357 Magnum, Cowboy Repeater, etc) while in the middle of reloading will rocket the player forward in whatever direction the player is moving in.
Other:
- Plugin limit due to insufficient amount of file handles allocated - fixed by Mod Limit Fix
- Lipsync is connected to frame rate, if the frame rate exceeds 60 FPS lips will animate too quickly - fixed by New Vegas Tick Fix
- Armor objects in biped model lists ignore the biped flags (not applied) which causes the "infinite hat" bug - add the flags to the armor to get around this.
- Hardcoded disintegration effects don’t work correctly with MSAA+Transparency Multisampling enabled. They use Test+Blend alpha mode. This bug was fixed in Skyrim - Fixed by Fallout Alpha Rendering Tweaks
- Objects using Exterior Emittance turn black when region changed - fixed by Exterior Emittance Fix
- Viewmodel jitter when aiming down sights at far areas of the world map - fixed by Viewmodel Shake Fix
- Animated imposters stop working correctly in the outer ring of uGrids - fixed by LOD Fixes and Improvements
Notes
- Conditions on Quests and Dialogue Topics (voice types) are not merged at runtime which can cause various problems with dialogue topics, (proper patches have to be made for this). Not really an engine bug, but worth noting.
- Projectile "can be picked up" flag doesn’t work if the projectile can be embedded into objects/has pins limbs flag.
- Projectile fade time setting is ignored if it can be embedded into objects/has pins limbs flag
- OnReset blocks will fire on activators and containers with an Encounter Zone set when entering a cell regardless of persistence (also in Fallout 3 confirmed). - can’t be fixed
- Weight reduction weapon mods only apply while the weapon is equipped - was fixed in an official patch
- Living Anatomy doesn’t show the correct DT on actors that are in a Leveled Actor or Leveled Creature list *sometimes* - the code (0x7701E0) looks fine - Stewie.
- Impact decals only appear on the first three shape blocks of armors and creatures (happens in both games) - debunked by Stewie