Also posted somewhere here by RoyBatty is the edit to the geck ini to allow you to load multiple masters...
Could somebody fix/improve the Sprint Mod for TTW?
- Postal-Dude
- Posts: 174
- Joined: Thu May 21, 2015 3:13 pm
Oh cmon. Next problem:
Oh cmon. Next problem:
Now I get tons of warning or something and the window says "Yes to all" for skipping it. Although I dont have such a button... Means I have to click 1000 warnings or whatever it is with yes... Is there a option somewhere for it? Loading multiple masters works now.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
- Postal-Dude
- Posts: 174
- Joined: Thu May 21, 2015 3:13 pm
Finally! Thanks a lot Roy.
Finally! Thanks a lot Roy. Your GECK did it.
Sprint Mod works now in FO3! Woohoo.
Thanks!
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Royhr
- Posts: 386
- Joined: Tue Mar 03, 2015 3:33 am
Well after needing to disable
Well after needing to disable most of my mods while working on an issue with CASM after enabling the mods again the sprint mod once again doesn't work. So instead of fighting this to hopefully get it working again I decided to go ahead and do the edit to the script as shown in this thread. Now I was able to do the edit and to actually get it to save but when I tried it the pedometer still won't show up. So seeing that this seemed to work for Postal-Dude I was wondering if something else also needed to be done besides just the script edit? Something not mentioned above...
BTW I used what RoyBattey suggested as far as the edit
if (GetStage VMQ01 >= 10) || (GetStage CG04 >= 10)
Also I also have the issue as far as when opening in GECK I get multiple warnings but I have a Yes to All option which I need to click quite few times, maybe around 10. Is that normal? I'm using Geck PowerUp 1.4 with NVSE.
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Royhr
- Posts: 386
- Joined: Tue Mar 03, 2015 3:33 am
Ok never mind. It is actually
Ok never mind. It is actually working. I needed to add the pedometer xx0229fa using the console and then do the startquest xx000ea7 via the console and after doing that it's working... For some reason they didn't start like I thought they would.
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
Sorry to necro this, but I
Sorry to necro this, but I haven't had the time to setup GECK yet, or do any serious modding, so I found a little work-around. Open the console and enter "startquest xx029b1a" where xx is the mod number for sprint.esp. That starts the NoNVSE version of the mod which doesn't check any other quest conditions. It's not quite as good as the full mod, but it works fine, and is mostly better than the Fallout 3 version. I have to use a hot key for it, but it'll do until I can get around to setting up the GECK.
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khumak
- Posts: 139
- Joined: Thu Aug 25, 2016 2:18 am
Gribbleshnibit8 wrote:
[quote=Gribbleshnibit8]
*cough*pn*cough*
[/quote]
Haha, I was going to say that too. PN integrates so many awesome mods that I simply can't play without it :)
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
khumak wrote: PN integrates
[quote=khumak] PN integrates so many awesome mods that I simply can't play without it :)
[/quote]
And it also integrates so many mods I simply can't play with. Sorry, but I like my own mix of mods rather than one huge super-mod. Don't use them on Fallout or Skyrim. Oh, they're AWESOME... for people who don't take modding seriously. You never have to worry about merged patches, whether the individual mods conflict, and many other issues that perplex beginners. Once you're no longer a beginner, you want more control and quit using super-mods.
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