First off...hi! new poster but longtime TOTW user...
Anyway, it's been a long time since i've used this mod, last time it was still on NVNEXUS...
I've just downloaded the installer etc, but before i install it, i got a couple of questions that i hope you guys can answer.
-Back then, using companions was tricky. The pathfinding for NV/FO was kinda broken. Most times companions will just run around in circles when following you either on NV or the capital wasteland. Is this issue now fixed?
-Using custom races was not recommended. Is it now possible to use custom races?
There were other minor things, but these two were my main concerns when using this mod bak then. I like having companions with me and yeah...using custom races.
Mucho thanks in advance!
Couple of questions about TOTW
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bakafool
- Posts: 9
- Joined: Sun Jan 12, 2014 4:36 pm
Couple of questions about TOTW
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TJ
- Posts: 2181
- Joined: Mon Sep 17, 2012 1:06 pm
No major issues with
No major issues with companions beyond the issues in vanilla NV. Also: don't use custom races, unless you want to take the time to fix them yourself.
My project Dash is on Kickstarter!
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bakafool
- Posts: 9
- Joined: Sun Jan 12, 2014 4:36 pm
Ah ..thanks for the heads up!
Ah ..thanks for the heads up!
So..there's no more companions AI become unresponsive after awhile, and no more running around in circles? that's good to hear.
And what are the issues of using custom races for this version of TOTW speciffically? the child race issue?
Any more tips you guys can give me for installing this again?
Thanks
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sesom
- Posts: 464
- Joined: Thu Sep 20, 2012 7:16 pm
Yes the reason is that most
Yes the reason is that most custom races aren't complete made (child, old, very old nornally are missing in mod added ones) and the original FO3 ages (forth and back) the player several times. So TTW gets often blamed not working properly where it's actually the incomplete race mod which doesn't work properly in vanilla FO3 too.
My other suggestion is take the time and read these two pages:
http://taleoftwowastelands.com/content/alpha-download
http://taleoftwowastelands.com/content/faq
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thermador
- Posts: 773
- Joined: Tue Aug 07, 2012 2:24 pm
Also custom races tend to
Also custom races tend to break Broken Steel.
"Bethesda's code generally assumes you are playing as an adult. Specifically, completing the Tranquility Lane quest will turn you into an adult if you are a child, (since it uses agerace -1 at the start, then agerace 1 at the end), and the Broken Steel DLC will not start unless you are one of the adult human races."
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bakafool
- Posts: 9
- Joined: Sun Jan 12, 2014 4:36 pm
what about that one patch
what about that one patch that was in FO3 nexus...the one that override that problem. has anybody tried that yet?
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TJ
- Posts: 2181
- Joined: Mon Sep 17, 2012 1:06 pm
"That one patch" probably
"That one patch" probably fixed that problem for whatever race mod it was made for. Seriously, it's probably easier to just fix the race mod itself.
My project Dash is on Kickstarter!
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bakafool
- Posts: 9
- Joined: Sun Jan 12, 2014 4:36 pm
it's the custom race ending
it's the custom race ending override mod for broken steel. And according to the mod,it fixed 1 script from Beth. that prevents non standard race getting past the ending movies/slides.
- rickerhk
- Posts: 123
- Joined: Mon Sep 17, 2012 1:50 pm
Look in the mod release forum
Look in the mod release forum here. I'm pretty sure I saw a patch to fix the custom race ending. It's a pretty simple fix. The vanilla EndingBinks script assumes you will be one of the four races and if you aren't, Broken Steel doesn't start.
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bakafool
- Posts: 9
- Joined: Sun Jan 12, 2014 4:36 pm
Ah..thanks for the reply!
Ah..thanks for the reply!