A few questions for those who are well experienced with TTW
-
USMMChris
- Posts: 8
- Joined: Sun Jun 17, 2018 8:23 pm
A few questions for those who are well experienced with TTW
I'm in the middle of downloading the Steam versions of FO3 and NV, and will be downloading TTW afterwards. I just had a few questions, as my only experience with this kind of a mod is ironically TTW's predecessor, the long since defunct Requiem for a Capital Wasteland. As a result of that experience I know the basics of what to expect, but there's a few particulars I am hoping you guys could clarify for me:
- Will I be able to make the craftables for both games at all times, or are FO3 craftables only within the Captial Wasteland areas, and NV within NV areas? For example, will I be able to craft Doctor's Bags and Auto Inject Stimpacks from the beginning while within FO3's Capital Wasteland, and be able to craft Dart Guns while within NV's locations?
- As regards mods, the only ones I can really think of that I will use are body replacers(for certain outfits) a pipboy replacer and Classic Fallout Weapons Revised for NV. Does TTW have issues with any of those mods?
- Is there anyhting in particular that I should keep in mind as regards using the console? AKA really bad idea to add, kill, resurrect, etc.?
Any insight you guys can provide is greatly appericated. Thank you in advance, and again apologies if this was put I the wrong category.
- catcameback
- Posts: 101
- Joined: Mon Dec 19, 2016 11:23 pm
You can craft stuff from both
Pipboy replacers are going to be a problem for the Tranquility Lane segment. If possible turn it off before you go into the pod. Then back on afterward.
Classic Fallout Weapons Revised shouldn't matter. It just adds new gear right? If it doesn't replace it'll be fine.
I played with a body replacer, no problems.
Console usage is outside the scope of what I can say. I used console commands sometimes and it was fine, but my experience isn't universal. I mostly used it to toggle demi god mode to carry stuff when I accidentally grabbed too much. Apparently it can cause issues.
Last thing, don't use any bug fix mods outside of what TTW uses at this stage. Breaks things hard. So no YUP or Mission Mojave and the like.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Hand held pipboys will cause
Hand held pipboys will cause problems with TQL, Anchorage (for some people) and the Birthday. Only A Familiar Friend will work regardless, Readius will just crash the game constantly.
CFW should be avoided, that mod's leveled lists are made completely wrong and it will break your game.
Body/Race mods won't work if they don't have child races, you will CTD.
The console is for debugging, anything other than using tcl to get unstuck is not recommended.
The FAQ has a lot of information, as well as the performance guide. I would suggest starting there. Pay particular attention to mods which aren't compatible with TTW to save yourself a lot of grief.

-
hgrunt
- Posts: 7
- Joined: Sat Jun 16, 2018 12:33 pm
[quote=catcameback]You can
You can craft stuff from both games wherever you are.
Pipboy replacers are going to be a problem for the Tranquility Lane segment. If possible turn it off before you go into the pod. Then back on afterward.
Classic Fallout Weapons Revised shouldn't matter. It just adds new gear right? If it doesn't replace it'll be fine.
I played with a body replacer, no problems.
Console usage is outside the scope of what I can say. I used console commands sometimes and it was fine, but my experience isn't universal. I mostly used it to toggle demi god mode to carry stuff when I accidentally grabbed too much. Apparently it can cause issues.
Last thing, don't use any bug fix mods outside of what TTW uses at this stage. Breaks things hard. So no YUP or Mission Mojave and the like.
[/quote]And what issues cause Tdm command?
-
USMMChris
- Posts: 8
- Joined: Sun Jun 17, 2018 8:23 pm
Thanks for the answers folks.
I did look at the FAQ a little after making this post(sorry for asking a few questions that it answers) but will give it an extensive read while NV is downloading and again before jumping into the game to prevent as many issues as I can. If that means a mostly or completely unmodded experience outside of what TTW provides, then so be it. As it is, I plan on at least trying it unmodded for a little to begin with, maybe just doing the main story of FO3 and making the trek to NV before I consider messing with mods.
Thank you again for the replies. I'll probably be an infrequent poster here, but I'm looking forward to shooting the breeze with you lot as regards FO and TTW on occasion.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
I still don't know what CFWR
I still don't know what CFWR is, could you link it? I could not find it on nexus.

-
NPI
- Posts: 6
- Joined: Sat Nov 23, 2013 10:48 pm
I believe he's referring to
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
They are both the same thing,
They are both the same thing, don't use them.
Also, you cannot use unconverted Fallout 3 mods in TTW.

- GothFur
- Posts: 10
- Joined: Sat Feb 17, 2018 9:40 am
[quote=RoyBatty]
They are both the same thing, don't use them.
Also, you cannot use unconverted Fallout 3 mods in TTW.
[/quote]does that include manually installed mods that just replace files and dont add anything to the load order, or just stuff that adds .esms/.esps etc... to load order?
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Unconverted esp/esm. Also
Unconverted esp/esm. Also nifs with bhkConvexListShape collision will crash the game.
