General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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Ossie
- Posts: 7
- Joined: Tue Apr 04, 2017 8:10 pm
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by Ossie » Tue Apr 18, 2017 9:13 pm
I'm trying to do my homework on installing TTW for the first time; I've read the FAQ and forum posts that looked like they related to first-time installs, etc. I think I understand most of what needs to be done, but I didn't see anything about a big question I have, so...
Can I use my existing modded NV install? I'd need to remove MMUE (if that's possible...looking into that as well) but otherwise my NV build theoretically passes the requirements. Alternately, will disabling my NV mods until I get a character out of the vault and into the world and then re-enabling them work? Obviously I'm trying to protect a VERY stable NV build if at all possible (installing a fresh FO3 won't be an issue).
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GrantSP
- Posts: 123
- Joined: Sun Jan 08, 2017 11:13 pm
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by GrantSP » Tue Apr 18, 2017 10:51 pm
If you use MO as your manager then these questions become moot.
Have one profile for your current NV setup and then create another for TTW. Actually an even better method is to install MO twice, one for plain ol' NV and one for TTW. Works perfectly!
In other words, yes, start from a clean base and build from that.
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Ossie
- Posts: 7
- Joined: Tue Apr 04, 2017 8:10 pm
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by Ossie » Wed Apr 19, 2017 12:27 am
I should have mentioned that I use FOMM, and I'd rather not have to pick up another manager for TTW.
And it sounds like I'll need to start from scratch with both titles, then.
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paragonskeep
- Posts: 738
- Joined: Thu Oct 25, 2012 6:19 pm
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by paragonskeep » Wed Apr 19, 2017 5:47 am
Easiest way to look at it is that TTW is a mod for New Vegas. So yes you can use an existing game setup but be aware that some mods don't play nice or at all with TTW. FOMM works great I've had no issues on that front.
Yes keep mods out of the equation until out of Vault 101 and then go nuts till you break things............
If life is but a test, where's the damn answer key?!?!?
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Ossie
- Posts: 7
- Joined: Tue Apr 04, 2017 8:10 pm
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by Ossie » Wed Apr 19, 2017 7:18 pm
That's what I'd hoped to hear...thanks!
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Ossie
- Posts: 7
- Joined: Tue Apr 04, 2017 8:10 pm
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by Ossie » Sun Apr 30, 2017 11:52 pm
I ended up needing to uninstall my NV mods and reactivate the TTW fomods, but I now have a vanilla character outside of Doc Mitchell's house, which is where I wanted to start. Aside from archive invalidation not working (trying to debug that now), it all seems to be good. I'm guessing that since I do have a char out in the NV world, I have a successful install and can now reinstall mods (assuming I sort out the AI issue)...correct? And (possibly stupid question) do I need to count the FO3 files as part of NV's 140'ish installed mods limit?
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RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
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by RoyBatty » Mon May 01, 2017 7:28 am
What I do is backup my plugins.txt, ini files and rename my NV install folder. Install a fresh copy of NV and put TTW in that to basically have a clean profile. The next version of FOMM is rumored to have some profiling option so I can't wait for that personally as MO will not work properly for me (although I found a post by Tannin that explains exactly why).
Because TTW is so large, it is full game and it's DLC, the mod limit is lower and around 120 plugins. Yes the files count towards the mod limit.
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GrantSP
- Posts: 123
- Joined: Sun Jan 08, 2017 11:13 pm
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by GrantSP » Mon May 01, 2017 8:08 am
@Roy could you post that link to the original @Tannin quote please? I saw you mention it in Discord and was going to ask there, but here is just as good. I like to keep track of all MO related matters and that one seems to have escaped me.
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RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
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by RoyBatty » Mon May 01, 2017 8:16 am
Sure, the post is here in the ramifications of bsa extraction thread. The install order is exactly the cause of my issues with it I do believe.
http://forum.step-project.com/topic/5033-ramifications-of-bsa-extraction-in-mod-organizer/#entry81766
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Ossie
- Posts: 7
- Joined: Tue Apr 04, 2017 8:10 pm
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by Ossie » Mon May 01, 2017 6:18 pm