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TTW Optionals / Bobblehead - Strength / Load Time Issues

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Zheta
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Joined: Sun May 24, 2015 11:06 am

TTW Optionals / Bobblehead - Strength / Load Time Issues

Post by Zheta » Sat May 30, 2015 6:07 am

I finally had to remove the optionals file to fix the load issues, even with the hotfix, but I was really only using the Bobblehead changes anyway. However, I noticed this in FNVEdit. It seems like the Strength Bobblehead has the additional 25 carryweight tacked on in the main TTW ESM? I guess that was from an older version of the Bobblehead changes? Seems like that might be a problem. None of the other bobbleheads reflect this.


Removing those entries seemed to fix the load times?


(Sorry if I am mistaken, I am new here.)




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RoyBatty
Gary
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No such issue here, and the

Post by RoyBatty » Sat May 30, 2015 12:35 pm

No such issue here, and the bobblehead optional has done the same thing since it was included in TTW.


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

If you look at the entry for

Post by TJ » Sat May 30, 2015 4:50 pm

If you look at the entry for TTW you'll see I put the enabler for that particular option in TTW.esm. This was required for SM Rebalance to work properly so I did it for all of them (except more cooking). If there is indeed an entry in TTW Options, it shouldn't be there.


 


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Zheta
Posts: 6
Joined: Sun May 24, 2015 11:06 am

Shouldn't every Bobblehead

Post by Zheta » Sat May 30, 2015 4:58 pm

Sorry, I guess I'm just trying to communicate that there is still an issue there. Was still having bad load times until I went back to not using the optionals, or deleting those lines. If that's required for it to work, then I'm still having an issue with the way it works I guess.


To be clear, it looks like this now (just loaded the optionals for comparisons sake):


And none of the other bobbleheads have/had entries:




Zheta
Posts: 6
Joined: Sun May 24, 2015 11:06 am

Also, if you start a new game

Post by Zheta » Sat May 30, 2015 9:04 pm

Also, if you start a new game with it loaded, it's fine for a while, but it gets worse and worse as you go. 20 hours in it was quite bad with 2-3 minute load times vs. 2 seconds now. Was going to post asking for help, but I stumbled on this randomly while trying to figure out what the "Strength Boost" effect was referring to.



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RoyBatty
Gary
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You're the only person still

Post by RoyBatty » Sat May 30, 2015 11:08 pm

You're the only person still reporting this issue, are you sure you got the hotfix and you made a clean save with the plugin completely removed? If it's part of your merge patch it will load it anyways, so be sure to check that.


 


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Sentient6
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Joined: Mon May 25, 2015 10:43 am

Not exactly the same problem,

Post by Sentient6 » Wed Jun 10, 2015 6:50 pm

Not exactly the same problem, but a problem with the STR Bobblehead non-the-less:


I had major problems with load times until I got the hotfix for the TTWOptions.esp, however


1) Seems like the load times are fixed only half the time. I still occasionally get the super long ones like before the hotfix, and


B) The attribute of the STR Bobblehead has changed to "Lbs. +1"


http://images.akamai.steamusercontent.com/ugc/513755680687995431/306D6793094D88FA6DA32AB15CAC4AE8033C4E96/


I guess it's some sort of a conflict between the "Magnitude" value? I mean vanilla had +1 for Strength, the TTWOptions.esp has +25 for CarryWeight... I attached a screen of what FNVEdit shows (with ALL my mod plugins loaded so no other conflicts)...


It has those extra values Zheta pointed out, but they seem to be overwritten by TTWOptions.esp? Honestly, I can try to attempt to take a stab in the dark to fix it, but I would really rather use some advice.


Oh, and when I had to remove TTWOptions.esp (the hotfix) to load the game, I had a -1 STR debuff, with no notes in the EFF section of the PipBoy... Go figure.



TJ
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I'll have to go back and look

Post by TJ » Wed Jun 10, 2015 7:37 pm

I'll have to go back and look through the plugin(s). 


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RoyBatty
Gary
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I don't get that here... ?

Post by RoyBatty » Wed Jun 10, 2015 10:53 pm

I don't get that here... ? But Fallout can be weird in what it shows in active effects too. NV engine is a tad buggy about that.


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TJ
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After looking into this,

Post by TJ » Thu Jun 11, 2015 8:40 pm

After looking into this, anyone that has overwrites on bobblehead strength has the wrong version of the plugin. The only bobblehead overwrites I'm getting are the ones for the scripts, which should overwrite. However, I'm starting to get long load times now, so I'll be looking into the issue with that.


EDIT: I stand corrected. The hotfix does have those overwrites.


EDIT 2: Test this plugin.


EDIT 3: You guys realize you're supposed to test the plugin *and* let me know how it goes, right? If nobody gives me any feedback I'll assume the best version of the plugin is the one that causes long load times and pack that with the next release of TTW. Thx.


EDIT 4: plugin is now on the alpha download page.


My project Dash is on Kickstarter!



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