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Having a problem

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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Michael Richman
Posts: 11
Joined: Thu Jun 06, 2013 1:50 pm

Having a problem

Post by Michael Richman » Sat May 14, 2016 12:22 am

I need Technical assistance. I cant do the vault scene or hire jericho. I can't do the BBGun Scene. I usually Bypass the Vault Scene and Use a save that starts as you are leaving vault 101. But yeah I can't hire Jericho. Well I can but his companion wheel stops working. 


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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Try this https:/

Post by RoyBatty » Sat May 14, 2016 12:35 am

Try this https://taleoftwowastelands.com/content/companion-overhaul-prerelease, place it low in your load order.


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Michael Richman
Posts: 11
Joined: Thu Jun 06, 2013 1:50 pm

Updated Load Order

Post by Michael Richman » Sat May 14, 2016 2:01 am

Updated Load Order


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Michael Richman
Posts: 11
Joined: Thu Jun 06, 2013 1:50 pm

here

Post by Michael Richman » Sat May 14, 2016 2:40 am

here


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

I don't think this is your

Post by Risewild » Sat May 14, 2016 4:59 am

I don't think this is your problem but the GunRunnersArsenal.esm should be right after LonesomeRoad.esm and ThePitt.esm should be right after Anchorage.esm


What is wrong with the BB Gun scene?


You said: "I usually Bypass the Vault Scene and Use a save that starts as you are leaving vault 101" did you use a save file this time?


If yes, was this save file made playing FO3 or TTW?


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

Surprised nobody's said

Post by TJ » Tue May 17, 2016 9:31 pm

Surprised nobody's said "Uninstall all your mods until you leave the vault."


 


Since they haven't, do so.


My project Dash is on Kickstarter!



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

Uninstall all mods until you

Post by Puppettron » Sun May 22, 2016 4:00 am

Uninstall all mods until you leave the vault.

Sorry I'm late
perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

When you say "you can't do

Post by Mystical Panda » Tue May 24, 2016 1:53 pm

When you say "you can't do the <insert here> scene" are you saying that there's a problem with completing that portion of the quest? the quest doesn't start for you? or you can't hold the BB gun or fire it? Oddly enough, if I recall right, the companion wheels for the F03 companions didn't seem to work in DC, but when in Nevada I believe they did. I'll check that on this test/play through and see if that's the case. I' m using JIP CCC (found on the Nexus) which attempts to disable the companion wheel in lieu of it's own interface.


If could be one of your mods causing the problem. That would be my first guess. Though, I start every game in Vault 101 completely modded out without problems. It's immersion breaking though to have Vegas mods fire off while in the vault - the "courier" hits me up before I'm even out the door. how he gets in is anyones guess! Lol!


As i've been playing through, I've been making notes on things like ^ and queuing up some modding exercises for myself to address some of them. I'm also seeing interesting behavior in some of the cross-game mods like Vurts. I'm guessing alot of the scripting needs the TTW "where am I currently" variable check before firing off quests, etc.,. Some should even check for the first quest the player receives when exiting the vault. If that quest exists, then do their thing... rather than dump everything in at game start.


I'll upload my current load order since you have some of the same mods as me to maybe compare against. A few of them show "merge" and those were created using the Standalone Plugin Merge by Mator to keep me below the LSD max mod level while testing. 


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