[NV]Would like to see more attack animations for Super Mutants

Another game engine bug from FNV is the pathing errors when the Z height is too much (this was screwing us in TTW because of Rivet City and Tenpenny Tower). It's another Obsidian bug, since it didn't happened in FO3.
TTW 3.0 will have this fixed too.
 
I didn't even notice that !? So can the super mutants use any mele weapons just not the guns ?

They can't use any melee weapons. I did some mucking about with the GECK and they can use:

  • Sledgehammers
  • Super Sledgehammers
  • Rebar Clubs
  • Nailboards
  • Hunting rifles
  • Assault Carbines
  • Light Machine Guns
  • Incinerators
  • Heavy Incinerators
  • Missile Launchers
  • Gatling Lasers
  • Miniguns
  • Grenade Machineguns
They can't equip any other weapon. They can't use Chinese Assault Rifles if you mod them in, even if you use the Super Mutant Masters and Overlords (the latter can't equip anything when I tried it).


Super Mutants in FNV can't use grenades (they could use them in FO3) and can't use many weapons because Obsidian broke it (they removed the extra data that reparents the weapon to the hand bone). .

Really? They can in my game and I'm certain I've disabled all the mods I had on.

EDIT: I couldn't disable the Yukichigai Unofficial Patch mod, everything else was turned off. Can't find anything in the Readme though about Super Mutants and grenades.
 
I think SM in FNV can also use Bumper Swords but I am not sure. :confused:

Really? They can in my game and I'm certain I've disabled all the mods I had on.
You're right. I made a mistake and typed FNV instead of TTW. :facepalm: Sorry.

What I meant was that Obsidian broke the FO3 Super Mutants. In TTW the Super Mutants would mostly run at you holding a grenade and never throw it because Obsidian got rid of some data that is needed to run the old anims. We had to fix that or the FO3 Super Mutants couldn't throw grenades anymore and would also not use some weapons they could in FO3.
We can't find any reason why they would get rid of that data though, might have been a mistake or on purpose. :scratch:
 
In hindsight...

Pulling the pin would be annoying, their fingers would not fit in the ring.
 
We managed to add more weapon animations to the Super Mutants, 3.0 will have those.

Super Mutants in FNV can't use grenades (they could use them in FO3) and can't use many weapons because Obsidian broke it (they removed the extra data that reparents the weapon to the hand bone). We fixed that for TTW 3.0.
The TTW team is even now fixing engine bugs that Obsidian made. Someone should start paying us or something :rofl:.

I see. I guess that does't matter all that much. as super mutants aren't used all that much. Yeah maybe they should. Also I might need to ask your help with something. Well your help and maybe the doods at TTW. I think it might be a noob question but I don't have any experience for it. I will send you an DM.
 
Do makes me wonder which weapons support you added in the next update tho.
Bozar, Plasma caster, Gauss rifle and Testla cannon are pretty much the ones I love to see the most.
I have absolutely no problems if there are many more.

I love using the Marcus (companion +re-skin) mods but was annoyed he couldn't use the weapons I had in mind.
 
Another game engine bug from FNV is the pathing errors when the Z height is too much (this was screwing us in TTW because of Rivet City and Tenpenny Tower). It's another Obsidian bug, since it didn't happened in FO3.
TTW 3.0 will have this fixed too.
Little bump

Any news on the 3.0 release of TTW @Risewild ?
 
@Risewild just visited your guys main webpage and to my suprise 3(.2) has been released this month! anyways I was wondering if the mutants from New Vegas can use a bigger weapon range in the new release? Im going to install, but propable need to backup first. I can see it breaking my whole modded game (sometime is still wonder how its working)
 
Yes, TTW adds more animations and the Super Mutants will be using a larger array of weapons.
We have them use more melee, heavy and two handed weapons. No pistols, since that would be a bit silly :lol:.
 
great. Need to hold off installing the mod. It pretty much will break my whole setup with the new installation aproach
 
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