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

Could somebody fix/improve the Sprint Mod for TTW?

General mod discussion and requests.
Royhr
Posts: 386
Joined: Tue Mar 03, 2015 3:33 am

Also somewhere posted

Post by Royhr » Sat May 23, 2015 2:41 pm

Also posted somewhere here by RoyBatty is the edit to the geck ini to allow you to load multiple masters...



User avatar
Postal-Dude
Posts: 174
Joined: Thu May 21, 2015 3:13 pm

Oh cmon. Next problem:

Post by Postal-Dude » Sat May 23, 2015 3:16 pm

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.



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Modding is fun.

Post by RoyBatty » Sat May 23, 2015 11:21 pm

Modding is fun.


Sending you a PM.


 


Image

User avatar
Postal-Dude
Posts: 174
Joined: Thu May 21, 2015 3:13 pm

Finally! Thanks a lot Roy.

Post by Postal-Dude » Sun May 24, 2015 8:17 am

Finally! Thanks a lot Roy. Your GECK did it.


Sprint Mod works now in FO3! Woohoo.


Thanks!



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

YW

Post by RoyBatty » Sun May 24, 2015 8:56 am

YW


Image

Royhr
Posts: 386
Joined: Tue Mar 03, 2015 3:33 am

Well after needing to disable

Post by Royhr » Fri Jun 05, 2015 3:44 pm

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.



Royhr
Posts: 386
Joined: Tue Mar 03, 2015 3:33 am

Ok never mind. It is actually

Post by Royhr » Fri Jun 05, 2015 4:01 pm

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.



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

Sorry to necro this, but I

Post by jlf65 » Mon Aug 29, 2016 2:46 am

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.


 



khumak
Posts: 139
Joined: Thu Aug 25, 2016 2:18 am

Gribbleshnibit8 wrote:

Post by khumak » Tue Sep 27, 2016 4:36 pm

[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 :)



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

khumak wrote: PN integrates

Post by jlf65 » Tue Sep 27, 2016 5:32 pm

[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.


cool



Post Reply