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TTW 2.6.3a Released

What's new and upcoming in Tale of Two Wastelands? Find out here.
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FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

Couldn't find the bug-postin'

Post by FiftyTifty » Fri Jun 13, 2014 8:02 pm

Couldn't find the bug-postin' button of binarial wizardry, so...Yah.


The mesh for the Chinese Assault rifle had it's texture path set wrongly; the texture files had had their name capitalized in the .nif file. A quick de-capitalization in NifSkope solved the issue.


Attached the fixed mesh for those whom are bothered by the bug.


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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Not the issue. The path is

Post by JaxFirehart » Fri Jun 13, 2014 8:30 pm

Not the issue. The path is not case sensitive.


The problem is that for some reason, the FO3 BSAs are loading FIRST and then other BSAs are overwriting it. Simply extracting the file from the FO3 BSA (so that it is a loose file) will fix it.



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FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

JaxFirehart wrote:

Post by FiftyTifty » Fri Jun 13, 2014 8:43 pm

[quote=JaxFirehart]


Not the issue. The path is not case sensitive.


The problem is that for some reason, the FO3 BSAs are loading FIRST and then other BSAs are overwriting it. Simply extracting the file from the FO3 BSA (so that it is a loose file) will fix it.


[/quote]


Oh my. And I was feeling so proud too ;_;



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

hey you made an effort, thats

Post by JaxFirehart » Fri Jun 13, 2014 8:50 pm

hey you made an effort, thats more than most


It just so happens you were wrong :P



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

Maybe we should just make TTW

Post by thermador » Fri Jun 13, 2014 9:48 pm

Maybe we should just make TTW be a "loose files" type of installation.  Or pack all the files into TaleOfTwoWastelands.bsa so there is just ONE bsa... I dunno.



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FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

thermador wrote:

Post by FiftyTifty » Fri Jun 13, 2014 10:35 pm

[quote=thermador]


 


Maybe we should just make TTW be a "loose files" type of installation.  Or pack all the files into TaleOfTwoWastelands.bsa so there is just ONE bsa... I dunno.


[/quote]


From my experience, BSAOpt throws a butt-load of errors once the compiled .bsa file goes over 2.2GB in size. Dunno if compiling it into one bsa file is possible.


If all the files were decompressed, I wonder if we'd be able to make use of symbolic links with a few of the subfolders. Could be quite a boon for performance; the CPU doesn't have to decompress the .bsa files all the time, and the hard drive won't be worked as hard if a RAMdisk is utilized.



enneract
Posts: 75
Joined: Tue Feb 25, 2014 4:54 pm

Decompressing the entire

Post by enneract » Fri Jun 13, 2014 10:50 pm

Decompressing the entire archive structure is generally only appropriate if the user is making heavy use of a mod manager which is able to deal with keeping track of which mod 'owns' loose files in what priority. 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

I would pack the files into a

Post by JaxFirehart » Fri Jun 13, 2014 10:52 pm

I would pack the files into a single BSA if I could, there are size limitations. That many loose files can cause noticeable slow downs due to disk usage.


The fix is simple, move files that need to override the FNV BSAs into TTW.bsa and it will work as expected. Problem is that isn't solving the problem as much as working around it. I am doing my best to segregate TTW from the FO3 files so that, were someone to want to, they could disable TTW.esm and build their own merge mod. By putting the fixed FO3 files into the TTW.bsa it undermines that slightly.


TL;DR I'm being stubborn and insisting on doing it the "right" way



Pokepunch
Posts: 77
Joined: Tue Jan 01, 2013 8:42 pm

So why has this only started

Post by Pokepunch » Sat Jun 14, 2014 10:46 am

So why has this only started happening now? It wasn't a problem before was it? 



improvman
Posts: 50
Joined: Sat Jun 14, 2014 10:27 am

Processor: Intel® Core™ i5

Post by improvman » Sat Jun 14, 2014 10:50 am

Processor: Intel® Core™ i5-3230 CPU @ 2.6GHz


RAM: 8.00GB (7.89GB useable)


 


Nexus Mod Manager v. 0.50.3


[X]FalloutNV.esm


[X]CaravanPack.esm


[X]ClassicPack.esm


[X]MercenaryPack.esm


[X]TribalPack.esm


[X]DeadMoney.esm


[X]HonestHearts.esm


[X]OldWorldBlues.esm


[X]Lonesomeroad.esm


[X]GunRunnersArsenal.esm


[X]Fallout3.esm


[X]Anchorage.esm


[X]BrokenSteel.esm


[X]Zeta.esm


[X]PointLookout.esm


[X]ThePitt.esm


[X]TaleOfTwoWastelands.esm


 


It refused to activate the main file.  But it looked like all the files were in order, so I figured that was an error.


So I installed the optional choices:




  • Bobbleheads


  • More Cooking Items


  • Startup Menu


  • Stash Pack Options


  • Super Mutant Rebalance


During this I had activated the T3 and Breezes armor, NMC textures, PN, and WXM mods link with their associated patches.  I tried opening FNVedit and making a merge patch.  That didn't work so I tried uninstalling the TTW files compleatly and reinstalling.  and this is the error I got tring to activate in NMM.


 


A problem occurred during install:


Object


'/fec045cd_edb8_4077_bce0_86a7226e3a7f/az1gxiy88dcebouauso9l116_6


.rem' has been disconnected or does not exsist at the server,


The mod was not installed.


 


Not sure if it is relivant so I'm mentioning it last.  I had also activated PN extra options the first time.


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"We have made and kept covenants with our Lord, God, to honor his laws. In exchange, we are promised eternal salvation after this life." ~ Joshua Graham



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