The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

Scrambled text inventory

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
Post Reply
UltimateGamerKilla
Posts: 6
Joined: Thu Jun 08, 2017 11:34 pm

Scrambled text inventory

Post by UltimateGamerKilla » Tue Jul 04, 2017 3:51 am

So what is happening is that when I leave the Pitt tunnels after finishing it. I go over to a container so I can put stuff into it since I'm Over encumbered, But all my items are squished into one selection and can't select a thing into it. But luckily I can leave the inventory screen but when I try to go to the menu screen it takes a long time to happen. And the Text scramble thing also happens with talking with people and trying to fast travel which all the options are smushed into one selection and can't select a thing. I have NMM version 0.63.14,  64 bit operating system, intel core i3-6100 CPU @ 3.70GHz, a installed memory of 16 GB, Fallout 3 is game of the year edition ( Steam downloaded ) , Feel free to ask any other questions if you have any.


 


Thanks in advance for the help!


 


You do not have the required permissions to view the files attached to this post.

A bit new at this stuff but willing to learn!



User avatar
jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Well, for one thing, you have

Post by jlf65 » Tue Jul 04, 2017 5:47 pm

Well, for one thing, you have too many plugins. You need to pare that down below 135 or so, INCLUDING inactive mods. The most I've ever gotten to work with TTW is 138 or so. Roy could tell you exactly why, but you still need to either get rid of and/or merge enough to get it down below that.



UltimateGamerKilla
Posts: 6
Joined: Thu Jun 08, 2017 11:34 pm

Ok so I've got it down to at

Post by UltimateGamerKilla » Wed Jul 05, 2017 4:49 pm

Ok so I've got it down to at most 135 active plugins but I can't seem to find any way to get rid of unused/unwanted plugins. But thanks for the advice!


You do not have the required permissions to view the files attached to this post.

A bit new at this stuff but willing to learn!



User avatar
jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

If you're using ModOrganizer,

Post by jlf65 » Wed Jul 05, 2017 5:10 pm

If you're using ModOrganizer, I'm not sure inactive mods are an issue. Of course, if you're using MO, that might be the issue at all. Some of us here can't use MO with TTW - I can't. If you're using MO, trying installing the HUD/UI mods manually instead of through MO. Some mods actually have to be physically in the game data directory, not in a virtual data directory built by MO.


If you're not using MO, delete the inactive mods from the data directory.



UltimateGamerKilla
Posts: 6
Joined: Thu Jun 08, 2017 11:34 pm

I'm actually using Nexus mod

Post by UltimateGamerKilla » Wed Jul 05, 2017 5:29 pm

I'm actually using Nexus mod manager ( I said what type of mod manger I was using in the red text on the first post ). Thanks anyway for the adivce. But should I stick with NMM or use MO?


A bit new at this stuff but willing to learn!



TAWM
Posts: 80
Joined: Tue May 24, 2016 2:42 am

Mod Organizer is not an issue

Post by TAWM » Wed Jul 05, 2017 6:02 pm

Mod Organizer is not an issue I use Mod Organizer and so do many others with TTW and a lot of us prefer to use Mod Organizer for a whole host of reasons over NMM or FOMM. 


 


To the OP I see you are using the mod  A Reasoned Argument which is a Fallout 3 mod that hasn't been converted to work with Tale of Two Wastelands and if it was converted it probably was for an older version of TTW and doesn't work anymore.  My advice first check your mods to see if they are compatible with Tale of Two Wastelands.  If it's a Fallout 3 mod it needs to be converted to work with TTW.  Also keep in mind some New Vegas mods don't work with Tale of Two Wastelands.  Next use FNVEdit to check for conflicts between your various mods and don't forget to make a merge patch using FNVEdit and have that at the bottom of your load order. 



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

I haven't started digging

Post by Mystical Panda » Thu Jul 06, 2017 6:08 pm

I haven't started digging through the game data yet- that's a ways off, but it almost looks (kinda stabbing in the dark here) like somehow the dialog text in the esp/esm records are not in the format the game is expecting, or an xml (used often time to display text on the screen) file is missing or not what the game expects.



H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

Mystical Panda wrote:or an

Post by H1ms3lf » Thu Jul 06, 2017 11:57 pm

[quote=Mystical Panda]or an xml (used often time to display text on the screen) file is missing or not what the game expects.[/quote]




My thoughts as well, specially because many UI/HUD mods do not use an esp or esm.

UltimateGamerKilla, You do have UIO installed I assume?



Somebody oughta do a topic teaching peeps how to troubleshoot their modded installs, might do it if I feel that I know enough (dunno how much until getting there), and have time to write such. Would probably be best after 3.0, though the method(s) aren't likely to change much, if at all.


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



UltimateGamerKilla
Posts: 6
Joined: Thu Jun 08, 2017 11:34 pm

If by a UIO you mean a User

Post by UltimateGamerKilla » Sat Jul 08, 2017 3:00 pm

If by a UIO you mean a User Interface Organizer. Then I do not. Also on a total side note the scrambled text sort of fixed it's self, I have no idea what I did to fix it but I'm not complaining. And thanks to the people who told me to use FOmod i've now been able to delete the plugins I don't use!


A bit new at this stuff but willing to learn!



Post Reply