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FONV new game -- ToTW automatically loads FO3

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diznanl
Posts: 11
Joined: Sat Feb 09, 2013 5:08 am

FONV new game -- ToTW automatically loads FO3

Post by diznanl » Sat Feb 09, 2013 5:25 am

Hey all,


I installed ToTW and have had some issues trying to get it started.  What is weird is, I unseleted:




  • Fallout3.esm


  • Anchorage.esm


  • ThePitt.esm


  • BrokenSteel.esm


  • PointLookout.esm


  • Zeta.esm


  • TaleOfTwoWastelands.esm


However, it still started a brand new game in Fault 101 and in the Capitol Wasteland!  Has anyone else experienced this?


Here is my current load order... I'd like to be able to get ToTW working, but I'd also like the best way to deactivate it when I want to start a new game of just good ol' FONV


Thanks,


diznanl


falloutnv.esm

FalloutNV.esm

Fallout3.esm

DeadMoney.esm

HonestHearts.esm

OldWorldBlues.esm

LonesomeRoad.esm

GunRunnersArsenal.esm

CaravanPack.esm

ClassicPack.esm

MercenaryPack.esm

TribalPack.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

TaleOfTwoWastelands.esm

IWR.esm

FOOK - New Vegas.esm

FOOK - New Vegas DLCs.esm

AWorldOfPain(Preview).esm

Project Nevada - Core.esm

Project Nevada - Equipment.esm

ELECTRO-CITY - CompletedWorkorders.esm

ELECTRO-CITY - Highways and Byways.esm

Project Nevada - Rebalance.esp

Project Nevada - Cyberware.esp

CINEMATECH.esm

oHUD.esm

DarNifiedUINV.esp

CASM.esp

Centered 3rd Person Camera.esp

IWR - Rebuilt.esp

The Mod Configuration Menu.esp

FOOK - New Vegas.esp

FOOK - New Vegas DLCs.esp

PerkEveryLevel.esp

Project Nevada - Dead Money.esp

Project Nevada - Honest Hearts.esp

Project Nevada - Old World Blues (No Cyberware).esp

Project Nevada - Lonesome Road.esp

Project Nevada - Gun Runners' Arsenal.esp

enclaveradio.esp

CONELRAD 640-1240.esp

NewVegasBounties.esp

RCSS.esp

NVWillow.esp

DYNAVISION 2 - Dynamic Lens Effect.esp


Sorter - Combined.esp


realistic headshots.esp

Night Brightness Adjuster.esp

ELECTRO-CITY - Imaginator.esp

Directors Chair.esp

Companion Sandbox Mode3.esp

Ultimate Invisible Wall Remover.esp

Bashed Patch, 0.esp

Fiendish Power Armor.esp

TTW_NoKarmaDCFollowers.esp

TTW_DLCMessageSuppression.esp

TTW_Bobbleheads.esp

TTW_ReadiusCompatibility.esp

TTW_MoreCookingItems.esp

TTW_TQLSkip.esp







 


-diznanl

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

It's not a bug it's a feature

Post by TJ » Sat Feb 09, 2013 5:41 am

It's not a bug it's a feature. You unchecked




  • Fallout3.esm


  • Anchorage.esm


  • ThePitt.esm


  • BrokenSteel.esm


  • PointLookout.esm


  • Zeta.esm


  • TaleOfTwoWastelands.esm


but left




  • TTW_NoKarmaDCFollowers.esp


  • TTW_DLCMessageSuppression.esp


  • TTW_Bobbleheads.esp


  • TTW_ReadiusCompatibility.esp


  • TTW_MoreCookingItems.esp


  • TTW_TQLSkip.esp


checked. All of which require




  • TaleOfTwoWastelands.esm


which requires




  • Fallout3.esm


  • Anchorage.esm


  • ThePitt.esm


  • BrokenSteel.esm


  • PointLookout.esm


  • Zeta.esm


I think there's a mod around that re-enables NV start if that's what you're looking for. Thermador made it if I remember correctly.


 


EDIT: The point being if even one mod in your load order mentions TaleofTwoWastelands.esm as a master, it's gonna load TTW.


My project Dash is on Kickstarter!



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