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TTW 2.0 is out!

What's new and upcoming in Tale of Two Wastelands? Find out here.
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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Well the robots voices work

Post by JaxFirehart » Fri Apr 05, 2013 8:52 pm

Well the robots voices work perfectly on my computer, so something went wrong with the installer or patch or something. The installer now outputs a log in the TTW folder that is the text from your most recent installation. Get me a copy of that so I can confirm whether or not the installer patched properly. Also remember to check your load orders, it has changed. Fallout3 needs to go after GRA and before anchorage. If you are using ANY old TTW mods or old FO3 mods converted for TTW 1.4a they WILL cause problems.



sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

I checked my load order

Post by sesom » Fri Apr 05, 2013 9:08 pm

I checked my load order several time it's ok. Here is my log file.


What I recognized is that at the dialog that doesn't work I have two voice types for the line. For example:


RobotMrHandy and RobotMrHandy02 for the "Cut the Cake" line. Only 02 has the actual Ogg and lip files and CG02AndyCG selects the wrong one in my case.


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

OK I think its just bad luck.

Post by JaxFirehart » Fri Apr 05, 2013 10:46 pm

OK I think its just bad luck. I implemented a method to randomize robot voices to use either the NV or FO3 ones. I THOUGHT I had set unique robots to use the appropriate voice but I may have missed some. When I tested CG to MEgaton, it randomly made Weld and Andy use the DC voice, which has speech recorded. When you did the same thing it randomly set both their voices to NV which does NOT have voice recorded... Its on my list now, unless someone else wants to do it.



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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Next time someone goes to

Post by rbroab » Fri Apr 05, 2013 10:55 pm

Next time someone goes to hack a terminal, check how many chances you get. It displayed 4 but gave me 5 each time. Want to know if it's just on my end. Thanks


I'm not alright, I'm an equal amount of left.

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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Well I kept getting a message

Post by Risewild » Fri Apr 05, 2013 11:42 pm

Well I kept getting a message saying something like "Tale of Two Wastelands - Main.bsa couldn't be patched. Please report this bug.". frown


Will not play until I can install it properly as to avoid "fake" bugs angel.


Hitching to get it working though wink.


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Earache42
Posts: 9
Joined: Thu Mar 21, 2013 3:45 pm

I saw this error message

Post by Earache42 » Sat Apr 06, 2013 12:22 am

I saw this error message attempting to use the older BSAopt utilities from the 1.4 release.  Updating the VC runtime and using the 2.0 install as posted worked for me.


 



gnubee
Posts: 81
Joined: Sat Sep 22, 2012 1:07 am

Got it up and running.  One

Post by gnubee » Sat Apr 06, 2013 12:51 am

Got it up and running.  One thing I noticed is that the menu for disabling the add on packs still pops up, but doesn't do anything.  I suppose a fix is as easy as deleting the script and letting the gamer choose via .esm


 


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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

I can confirm that having the

Post by rbroab » Sat Apr 06, 2013 12:57 am

I can confirm that having the packs disabled does not disable the items from being added to inventory


I'm not alright, I'm an equal amount of left.

Earache42
Posts: 9
Joined: Thu Mar 21, 2013 3:45 pm

I removed the pre-purchase

Post by Earache42 » Sat Apr 06, 2013 1:17 am

I removed the pre-purchase packs from my installation and ran without any problems.  No popups, no gear.  If you are loading the packs, it is likely you have them tagged as masters by a non-ttw installed mod.


 


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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

I'm running a clean install

Post by rbroab » Sat Apr 06, 2013 1:30 am

I'm running a clean install with no errors and no mods.


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I'm not alright, I'm an equal amount of left.

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