Get the one by puppettron / thatchor in thatchor's thread.
Hi to the TTW Community! And some questions regarding TTW
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TJ
- Posts: 2181
- Joined: Mon Sep 17, 2012 1:06 pm
- Postal-Dude
- Posts: 174
- Joined: Thu May 21, 2015 3:13 pm
Butter my butt and call me a
Butter my butt and call me a biscuit.
Still doesnt work as I wish, everything seems to work except that PN complains about some HUD extensions everytime I start the game and sprint doesnt work.
Really weird. But really, I dont like PN that much anyway. It changes to much of the game for me and I would like to have it more Vanillaish. Perk Every Level is btw only possible with extended PN functions, not core.
I think I know whats the main problem for the sprint mod. Usually its activated when the main New Vegas quest is activated. (After leaving Mitchells house). This is the trigger. When I start to play with FO3 the trigger is simply not triggered. In the readme of Sprint mod I read it should be enough using the command "SetStage 000842DD 10". But it seems to call the game that the named quest is started. Couldnt I run into bugs or problems in general in DC then?
Found a post below the sprint mod on nexus.
"I was using this mod when I was playing exclusively FONV and it worked great. But since then I have evolved into TTW. I could not get this mod to work no matter what I did as far as any suggestions that were offered. Never got the Pedometer without doing a console additem. And even though then I had it I could never get any key, either keeping the default run key or assigning a unique key to work. So I decided to look at it in FNVEdit and noticed that the only master it had was FallOutNV.esm. Now this should be ok if just playing FONV but since I was playing TTW I decided to add all of the other masters from Deadmoney.esm down to TaleofTwoWastelands.esm. This is generally recommended whenever you convert a mod for use with TTW. After doing this I launched the game and made sure that the sprint mod was readied for uninstall via the pedometer, saved and quit. Then I went ahead and uninstalled the mod. Rebooted and did a clean save and quit. Then I reinstalled the mod and launched the game again. When it came up I looked and the pedometer was there like it should be. First time that had happened. I had previously assigned the run key to Q. I tried it and sure enough the sprinting worked as it should. So I just thought that any of you using TTW and having an issue getting this mod to work should try as I did and add the masters to the mod. Not sure why it made a difference but it did for me. As far as the perks I can't give any info as far as if they work ok since I have no interest in those. But I'd assume they should work ok."
Seems like he partly fixed the issue with the sprint mod. Aside from the triggering. Could anybody may make a TTW version of the sprint mod adding those masters and a another trigger way like after leaving Vault 101 or something?
- Puppettron
- Gary
- Posts: 1715
- Joined: Sat Nov 23, 2013 10:47 pm
i've never looked at sprint
i've never looked at sprint mod, but i can't imagine it'd be too hard for someone to fix. might even be possible for random never-modded-anything-before user to slide that activation over to CG04 instead of VCG01
- Postal-Dude
- Posts: 174
- Joined: Thu May 21, 2015 3:13 pm
I believe, my modding skills
I believe, my modding skills are 0 though. I cant even edit them or anything and dont even know what tool to use. I only modded my game and create a merged patch. Thats where my knowledge stops about those things.
I created a request in the request forum. Maybe someone is so nice and makes a fix. https://taleoftwowastelands.com/content/could-somebody-fiximprove-sprint-mod-ttw
Thanks for all the help. My game runs perfectly beside of the Sprint Mod issue and its really amazing to play it! Best Mod ever I guess. ^^