Is anyone else having a weird issue with the imaginator where the start menu gets disabled and your body disappears when you un equip whatever outfit you're wearing. I've singled out this mod because i've unchecked other ones that could be a issue and it only goes away when i uncheck this one. This seems to be a random thing too. Not all the time.
MOD COMPATIBILITY DISCUSSION
- Risewild
- Posts: 3219
- Joined: Mon Oct 01, 2012 9:14 am
I am using the imaginator mod
I am using the imaginator mod in this last playthrough and that never happened to me, my guess is that mod is conflicting somehow with other mod/s and making that happen
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thermador
- Posts: 773
- Joined: Tue Aug 07, 2012 2:24 pm
Aconagent1, thanks for the
Aconagent1, thanks for the update on the compatibility of "A familiar friend".
I have added a line to the FAQ to warn people about the lack of Readius compatibility, and that "A familiar friend" is a similar mod that works with TTW for the Tranquility Land / Operation Anchorage simulators.
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3012
- Posts: 9
- Joined: Mon Jan 21, 2013 9:33 am
Does anybody know about NVR (
Does anybody know about NVR ( http://newvegas.nexusmods.com/mods/35100 )? I used it and it seems to be incompatible but it could also be incompatible to one of my other mods.
With NVR Victor will not asking me to visit the Lucky 38 and it's gate is closed. I tried to deactivate NVR, then Victor showed up as he should. If you speak to him then the Gate will open but saving outside the Strip and loading with NVR will result in closed gates again. Trying to load a save with Victor in Front of the Lucky 38 waiting for you to open the gate and NVR activated will cause in infinite loading screen. I tried this several times.
It's sad because the vanilla strip is a pain in the ass.
About "A familier friend": I always used the Raedius but because of the incompatibility mentioned here I used AFF. I did the Tranquility Lane and after the quest my PipBoy was gone. After Doc Mitchell gave me his PipBoy The AFF was there but the PipBoy 3000 was visible on the arm.
A fix for both issues was to make a clean save without AFF and loading this save with AFF activated.
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cjb135691
- Posts: 137
- Joined: Fri Nov 09, 2012 5:20 am
@3012
@3012
Probably one of your other mods i'm thinking. I have NVR installed and i had no problems with the issue you stated. Do you have the nvr plug ins ordered correctly, it should be something like this.
All other esms first, then NVR strip last. then at the very bottom of your load order should be nvr npcs, nvr electrocity compatability if you're using that mod and then nvr strip is very last. That's how i have my load order and i'm able to use that mod fine. On the other hand, i still haven't been able to get fo3 wasteland street lights to work. I even changed its master to FNV and i still get the you can't go in this direction message with it loaded. Two others i've found that don't want to work, with and without their masters changed are the gypsy outfit mod and gantz stuff mod. The later will load, but it does not appear in game. BA's Wasteland restoration mod seems to be touchy. i found that i get the you can not proceed message sometimes but not others. Placed it last in the load order and it appears to be working ok so far, but i only tried it in the area around megaton. Does anybody know of a good mod that actually does work well with FO3 and allow you to explore the border regions and also move around freely over rubble piles and such. I ran one with RFCW i think it was, don't remember the name now and i was able to climb the rubble piles at Paradise falls and walk across the buildings roofs. I can't do that with the mods i've tried with ttw. Also 20th century weapons does not work. With the master changed even, the game loads but none of the weapons appear in the game. Apocalyps armory is another one i haven't been able to get working.
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KennyMcCormick
- Posts: 46
- Joined: Thu Feb 14, 2013 7:18 am
[spoiler]FalloutNV.esm
[collapsed title=mods!]FalloutNV.esm
Fallout3.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
TaleOfTwoWastelands.esm
RH_IRONSIGHTS_NV.esm
Tales from the Burning Sands.esm
IWR.esm
NVInteriors_Core.esm
NVInteriors_ComboEdition.esm
MikotoBeauty.esm
NSkies - Vanilla Edition.esm
jokristinascloset.esm
StarFox.esp
Fellout.esp
PerkEveryLevel.esp
Better Casinos.esp
Casino UnBanner.esp
Jetpack.esp
RH_IronSights_NV_Vanilla.esp
MickSecretInventoryFix.esp
GunCrosshairFollow.esp
NoCompLimit.esp
Light Step ED-E.esp
Centered 3rd Person Camera.esp
Neckchains.esp
R.A.C.E. Station.esp
Pacersgambit.esp
awilderwasteland.esp
rotfacetoriches.esp
LFox Night Vision Implant Low Brightness.esp
M2 Browning.esp
Black Business Power Suit.esp
Holy Hand Grenade.esp
IWR - Rebuilt.esp
avangraffscorned.esp
Fellout-OWB.esp
NVWillow.esp
MiscItemIconsNV.esp
GRA - The Right to Bear Arms.esp
The New Bison Steve Hotel.esp
MikotoBeauty.esp
outsidebets.esp
Foxraces.esp
RRP.esp
XRE - CARS!.esp
CRBSOR.esp
canterburymerchinvestfix.esp
Total active plugins: 60
Total plugins: 99
[/collapsed]
Everything seems to work. The canterbury merchant fix was a plugin I made when encountering a vanilla FO3 bug, specifically, Lucky Harith died before I got ten steps into the CW and I wanted to improve his wares. It....sort of worked. TL_Color worked like a treat once I got the masters set properly. I've had no issues with the custom race(Using the Starfox one currently), though I did come into DC with a level 22 Courier instead of starting a new game. Fellout only works in New Vegas, and although I tried, I couldn't get FO3's version to play nice. Project Nevada seems to be causing only minor annoyances, I'm getting the bug wherein terminals only ever have one word present when hacking which is a known issue with that mod and not related to TTW in any way. It also doesn't seem to be doing much else in the Capitol. Game is nice and stable for me, I can play for 3-4 hours in a go before memory issues get in the way, and all mods seem to be working properly or at least staying out of the way.
The only thing I haven't really tested yet is CRBSOR, but given I did the same thing to it that I did to TL_color and that CRBSOR doesn't require FOSE, it *should* work fine. I'll know in a few days, I just got sent to Lamplight so I'm not too far away from that point in the main quest.
If any of you run XRE - Cars AND drive around in the CW, would you be so kind as to let me know how you got your ride to the east coast? I'm assuming it's done through player.placeatme concommands.
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jaassu
- Posts: 58
- Joined: Mon Feb 18, 2013 1:14 pm
If this mod is active it
If this mod is active it causes crash in the Old World Blues when player is communicating with Sink Central Unit.
The High Sea Caravansery
http://fallout3.nexusmods.com/mods/1712
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TJ
- Posts: 2181
- Joined: Mon Sep 17, 2012 1:06 pm
JnPathfinder wrote:
[quote=JnPathfinder]
[quote=cjb135691]
.... On the other hand, i still haven't been able to get fo3 wasteland street lights to work. I even changed its master to FNV and i still get the you can't go in this direction message with it loaded.......
[/quote]
Similar here, I got the master changed, and can even pull it up in the geck and look at it, & I do not get the directional message, but, the most Iight I've ever seen was only one variety of single lamp street light and then only VERY, VERY faintly, enough you could pick out a row of two or three in the dark, if you looked right at them, or looked up from below them,
Changed the position of "streetlights" in the load order a few times, and now do not even see that.... :banghead:
[/quote]
Streetlights is an interesting mod. From what I've seen, it acutally gets worse when you run the conversion script on it. (actually starts trying to place things in the Mojave.) I started converting it manually, probably about halfway done. Will up the esm when I get it done.
My project Dash is on Kickstarter!
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TJ
- Posts: 2181
- Joined: Mon Sep 17, 2012 1:06 pm
Hermann the Lombard wrote:
[quote=Hermann the Lombard]
Way back in November, Computerrock1 wrote that 20th Century Weapons works correctly. Elsewhere I saw someone say that the mod "worked" but the weapons did not appear in the game. When I tried it, the instant I activate CALIBR the main menu no longer appears, but it reappears if I deactivate it. What did you have to do to get this mod working? (Sorry about the necrophilia, but I really like this mod.)
[/quote]
Way back in November it probably did work... on TTW1.4. I would start looking through it with xEdit to try to see what the issues are.
My project Dash is on Kickstarter!
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Zeosyn
- Posts: 24
- Joined: Tue Apr 30, 2013 4:18 am
Ok I am experiencing a very
Ok I am experiencing a very strange issue. I have converted Fallout 3's Marts Mutant Mod to work with a Tale of Two Wastelands. Everything seems to work fine except a very odd issue. if i have no other mods except MMM and TTW active, I get a CTD upon fast traveling to Little Lamplight or Vault 87. HOWEVER, If i fast travel to say Fort Independence, I can successfully walk to Little Lamplight and Vault 87 WITHOUT the same crash occurring. again i only get the CTD with MMM installed.... Any suggestions?