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Mods that need a little tweaking

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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gamefever
Posts: 57
Joined: Thu Feb 28, 2013 11:52 pm

Mods that need a little tweaking

Post by gamefever » Fri Mar 01, 2013 2:01 pm

Ok so I just installed this TTW last night, so far my experience with it has been good.


Now onto a mod that creates an interesting issue.


See you sleep,


You have to add the Sleepy time bear to your inventory as it's located in Nevada not DC...If you don't you cannot activate beds until you get the bear in Nevada...


Consul command is player.additem however the code will depend entirely on your load order...


I've installed quite a list of mods so far...


I've found that Project Nevada is far more stable for the DC area than more former fav's.  Consider that for the most part all of your guns have ironsights for me this reduced my former load order by at least 12 esp's and 2 or 3 esm's.  Not to mention all the other nice things Nevada does for your game.


MMM,


bear in mind you must install the esp's version not the version that has the menu module as that one is not set up for NVSE script extender...They didn't mention that in the posts on this mod.  Also all the esp's that list Fallout3.esm need to be changed to FalloutNV.esm...Another issue that took a fair bit of reading to clarify.


I'll edit this post as I come to things and figure out solutions.



gamefever
Posts: 57
Joined: Thu Feb 28, 2013 11:52 pm

Lazy man's guide to giveing

Post by gamefever » Fri Mar 01, 2013 6:09 pm

Lazy man's guide to giveing yourself a Megaton Home Reloading bench.


I used Megaton Return by Gary66


Fnvedit


The reloading bench is under activator in FalloutNV.esm


Copy it's script and paste that onto the empty script box of any container in the home, the container still looks the same but now it functions as a reloading bench.  number 00153?? Reloading Bench


You can alter the water of the sinks the same way and add a campfire script to the oven in the home as well


No more running to Nevada to stock up, this takes just minutes after loading up Fnvedit so try it.



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

I can see this being really

Post by gnubee » Fri Mar 01, 2013 7:41 pm

I can see this being really useful for a working oven in the player home.  I don't have a problem with buying a reloading bench from Moira though.



gamefever
Posts: 57
Joined: Thu Feb 28, 2013 11:52 pm

Does she sell a reloading

Post by gamefever » Fri Mar 01, 2013 8:43 pm

Does she sell a reloading bench? That'd be really nice!


I'm using a modded home that does'nt allow for her stuff though. XD


 



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

She does sell a reloading

Post by Risewild » Fri Mar 01, 2013 9:42 pm

She does sell a reloading bench and a hot plate to cook with. angel


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gamefever
Posts: 57
Joined: Thu Feb 28, 2013 11:52 pm

I said in my first post that

Post by gamefever » Sat Mar 02, 2013 7:25 pm

I said in my first post that I would report on finding's on getting mods working with TTW.


MMM by Martigan on F03 Nexus,


Ok so assuming you know how to change the headers to FalloutNV.esm from Fallout3.esm


1st) you cannot install the menu option that requires FOSE, so you have to use the ESP's and you need to pick the one's you want in your game and change their header's appropriately.


2nd) Load Order is important!  There are quite a few ESP's and the way they load can determine if they function as intended, Note that it is assumed that you will use the FOSE method on the main page so this is important.


Mart's Mutant Mod.esm


Mart's Mutant Mod.esp <--This goes here right after the ESM


-No Floater's (and other NO choice's) <---If they come before MMM.esp they will appear in game


DLC esp's and Natural selection and Tougher Traders here


Increased Spawns.esp <---2nd to last after other MMM esp's, otherwise it will not function


MMM-Zones Respawn.esp<---The last MMM esp, note that it will not function otherwise.


OtherNotes


Should probably not use Hunting and Looting, you may experience unintended behavior in game.  Unleveler and Dynamic Scaleing may put too many creatures in your wasteland, and require call functions to be made ie more scripts firing off, should opt for performance given the nature of TTW and the other mods you will want to install.


Edit as of 3/8/2013


Dont use MMM, it causes a lot of conflicts and overall is pretty buggy, crash fest in TTW...BUUUT


use this by the same author Here's the link: A pair of stand alone MMM increased spawns and zones respawn esp's


http://fallout3.nexusmods.com/mods/1415


It's not without a drawback.  You need to realize that random mobs spawned by will be set to "USE FACTION DATA" ordinarily this is not a problem what so ever.


But the thing is FNV.esm has changed ordinary Brother Hood of Steel Members to Hostile to Player faction, you see there are a few scouts outside of the Hidden Valley Bunker that are supposed to attack the Player, they are there at odd times of the night for like 2 to 3 hours only.  This of course becomes a problem when ever a BOS patrol spawns with this esp, not sure about base TTW. 


The fix is easy too, you just deep copy overide the BrotherHood of Steel in Faction tab of TTW and change the "hostile" to "ally" you can add it to your merge patch or better to a new esp.


If you don't do this than any time a patrol shows up they "could" have a guy that goes hostile.  1st time I saw it was at GNR building when new BOS spawned in. 


Note I have gotten a toon to level 16 with increased spawns on and no crashes due to it.  So if you want more to shoot and worry about in the wasteland that's a sure bet for good times.



gamefever
Posts: 57
Joined: Thu Feb 28, 2013 11:52 pm

Weather,

Post by gamefever » Sat Mar 02, 2013 7:35 pm

Weather,


I know it's been brought up before however I could not find information easily so I'm going to just post it here.


The easiest weather mod to install is ProjectReality Mklv5HDR


Notes: You have to turn off Depth of Feild, although this can be done in game, you really need to turn it off in your graphics settings too, inside FOMM->GameSettings->Graphics under the details tab, uncheck Depth of Field.


-The DOF with this mod will cause crashing in the Capitol Wasteland, and is often commented on though I never found any comments on turning it off in the graphics panel. So I felt it was worth mentioning here.


-Apparently You Need to Enable DOF and then Disable DOF, For some reason a base install of this mod will act as though DOF is enabled, reported on in it's description page...You may have a high 50FPS with glorious textures and ENB but over time with DOF on it drops to 10 to 20 FPS and causes issues with CTD's


edit 3/8/2013


Been enjoying this weather mod!!


-Noticed an issue sometimes you get a weird weather issue or your fps slows to about 30ish the fix is to just go to Weather Options in your MCM menu and reselect Defualt weather Pattern.  It'll reboot the weather cycle and your FPS should jump back up to the "norm".  Through sometimes I find a good reboot is in order after extended periods of play.



gamefever
Posts: 57
Joined: Thu Feb 28, 2013 11:52 pm

@Raider480 Sounds sweet man!

Post by gamefever » Sat Mar 09, 2013 2:53 am

@Raider480 Sounds sweet man!


Im going to update my MMM post for others to see the info found some interesting problems and a solution!


Odd I have not had the maniquin problem myself, I have used Dan the Geeks Ungerground Hideout for FNV and couldn't replicate the issue with them, though I read it was a problem for his mod too.  Likely all of them have the problem.



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