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BoS outside of GNR become hostile after entering the building

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austen1000
Posts: 45
Joined: Fri Jul 25, 2014 9:41 pm

BoS outside of GNR become hostile after entering the building

Post by austen1000 » Thu Aug 21, 2014 10:02 pm

Sorry, I couldn't figure out how to post on the bug tracker. The closest issue that I could find said that places being label as "trepassing" are harmless. Its true in most cases, except this one. Upon exiting GNR after entering, all of the BoS outside become hostile and attack. Here is my load order (from FOMM);


[X] FalloutNV.esm

[X] DeadMoney.esm

[X] HonestHearts.esm

[X] OldWorldBlues.esm

[X] LonesomeRoad.esm

[X] GunRunnersArsenal.esm

[X] CaravanPack.esm

[X] ClassicPack.esm

[X] MercenaryPack.esm

[X] TribalPack.esm

[X] Fallout3.esm

[X] Anchorage.esm

[X] ThePitt.esm

[X] BrokenSteel.esm

[X] PointLookout.esm

[X] Zeta.esm

[X] TaleOfTwoWastelands.esm

[X] Advanced Recon Tech.esm

[X] Detect Traps.esm

[X] EnergyShield.esm

[X] EnergyShield_Extended.esm

[X] NVInteriors_Core.esm

[X] XRE - CARS!.esm

[X] TTWFixes.esm

[X] IWR.esm

[X] NVInteriors_ComboEdition.esm

[X] Project Nevada - Core.esm

[X] JIP Selective-Fire.esm

[X] Project Nevada - Equipment.esm

[X] Project Nevada - Rebalance.esp

[X] Project Nevada - Cyberware.esp

[X] NevadaSkies.esm

[X] Project Nevada - Extra Options.esm

[X] EnergyShield_HH.esp

[X] Radar.esp

[X] Advanced Recon Tech.esp

[X] DriveableMotorCycle.esp

[X] CASM.esp

[X] DarNifiedUINV.esp

[X] HUD Extended.esp

[X] Purge Cell Buffers.esp

[X] EnergyShield_OWB.esp

[X] Centered 3rd Person Camera.esp

[X] PancorJH.esp

[ ] Advanced Recon Tech - Detect Traps.esp

[X] EnergyShield_DM.esp

[X] Advanced Recon Gear.esp

[X] Advanced Recon Gear - Project Nevada.esp

[X] Better Game Performance.esp

[X] Project Nevada - Cyberware Additions.esp

[X] TTW_SpeechChecks.esp

[X] ProneMode.esp

[X] The Mod Configuration Menu.esp

[X] XRE - CARS!.esp

[X] outsidebets.esp

[X] EnergyShield_NV.esp

[X] WeaponModsExpanded.esp

[X] Project Nevada - WMX.esp

[X] Integration - Couriers Stash+WMX.esp

[X] Project Nevada - TTW.esp

[X] Project Nevada - Rebalance Complete.esp

[ ] PNxEO MCMScriptFixes.esp

[X] TTW Advanced Recon.esp

[X] WMX-DLCMerged.esp

[X] DLC Weapon Integration - WMX.esp

[X] XRocket.esp

[X] TTW_Bobbleheads.esp

[ ] TTW_JIPSelectiveFire_Support.esp

[X] TTW_MoreCookingItems.esp

[X] wmx-ttw-unified.esp

[X] IWR - Rebuilt.esp

[X] Project Nevada - All DLC.esp

[X] EnergyShield_LR.esp

[X] TTW_Reputation.esp

[X] NevadaSkies - TTW Edition.esp

[X] Wasteland Defense.esp

[X] TTW_AnchorageCustomization.esp

[X] TmT - Open Broken Doors.esp

[X] ZLArmaments-NoCaliberX.esp

[X] ACR-TTW.esp

[ ] ttw24arubblefix.esp (Not used)

[X] Mojave Travel.esp

[X] CAGE 1.9.4.esp

[X] Crossbow.esp

[X] TTW_OutcastTrading.esp

[X] TTW_SuperMutantRebalance.esp

[X] Wasteland Travel Caravans.esp

[X] UHNV.esp

[X] UHNV-Honest Hearts.esp

[X] UHNV-Dead Money.esp

[X] UHNV-OWB.esp

[X] UHNV-Brighter Lighting.esp

[X] UHNV-Lonesome Road.esp

[ ] WMX-PN-TTWPatch.esp

[X] Bashed Patch, 0.esp


I am using the lastest versions of Fallout 3 (Retail), New Vegas, and TTW.



User avatar
chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

It's likely that one of your

Post by chucksteel » Thu Aug 21, 2014 10:11 pm

It's likely that one of your mods is resetting there faction, we had to change there faction because of conflicts with the NV BOS. 


Look for conflicts in FNVedit. 



austen1000
Posts: 45
Joined: Fri Jul 25, 2014 9:41 pm

What should I look for

Post by austen1000 » Thu Aug 21, 2014 10:15 pm

What should I look for specifically while in FNVEdit (as in, which records do I need to look at)?



User avatar
chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

Brotherhood Factions in the

Post by chucksteel » Thu Aug 21, 2014 10:19 pm

Brotherhood Factions in the TTW.esm being over written by another mod. 



austen1000
Posts: 45
Joined: Fri Jul 25, 2014 9:41 pm

Alright, I looked at the

Post by austen1000 » Thu Aug 21, 2014 10:23 pm

Alright, I looked at the brotherhood factions, and there seems to be no conflicts I can see. Does it help to mention that BoS on the inside don't turn hostile and those on the outside tell you not to think about opening the door?



User avatar
chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

Try turning off all mods go

Post by chucksteel » Thu Aug 21, 2014 11:00 pm

Try turning off all mods go back there and see if you can repeat the issue. If you can't then start to reactivate mods in small groups test again until you find the problem mod.  



austen1000
Posts: 45
Joined: Fri Jul 25, 2014 9:41 pm

Even with all mods disabled,

Post by austen1000 » Thu Aug 21, 2014 11:07 pm

Alright, done. Even with all mods disabled, they still become hostile.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Even with all mods turned off

Post by JaxFirehart » Fri Aug 22, 2014 12:01 am

Even with all mods turned off, faction relations are saved in the file, so it will never change. A load order might help us pinpoint what could be causing this.



User avatar
chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

Oddly enough I did assume

Post by chucksteel » Fri Aug 22, 2014 12:21 am

Oddly enough I did assume testing would be done with a clean save or at least a save from before getting to GNR. laugh



austen1000
Posts: 45
Joined: Fri Jul 25, 2014 9:41 pm

@JaxFirehart

Post by austen1000 » Fri Aug 22, 2014 12:39 am

@JaxFirehart


I already posted my load order. See the first post. And I thought Skyrim was the only one to store such data in saves files.



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