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MOD COMPATIBILITY DISCUSSION

General mod discussion and requests.
cjb135691
Posts: 137
Joined: Fri Nov 09, 2012 5:20 am

Is anyone else having a weird

Post by cjb135691 » Fri Jan 18, 2013 2:41 am

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.



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

I am using the imaginator mod

Post by Risewild » Fri Jan 18, 2013 5:04 am

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 surprise.


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thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

Aconagent1, thanks for the

Post by thermador » Fri Jan 18, 2013 5:42 pm

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.



3012
Posts: 9
Joined: Mon Jan 21, 2013 9:33 am

Does anybody know about NVR (

Post by 3012 » Mon Jan 21, 2013 10:05 am

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.



cjb135691
Posts: 137
Joined: Fri Nov 09, 2012 5:20 am

@3012

Post by cjb135691 » Mon Jan 21, 2013 7:28 pm

@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.



KennyMcCormick
Posts: 46
Joined: Thu Feb 14, 2013 7:18 am

[spoiler]FalloutNV.esm

Post by KennyMcCormick » Thu Feb 14, 2013 5:00 pm

[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.


Patrollin' the Capitol Wasteland makes me wish for a nuclear winter...

jaassu
Posts: 58
Joined: Mon Feb 18, 2013 1:14 pm

If this mod is active it

Post by jaassu » Sun Mar 03, 2013 8:58 pm

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


 


 



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

JnPathfinder wrote:

Post by TJ » Mon May 06, 2013 7:43 pm

[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!



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Hermann the Lombard wrote:

Post by TJ » Mon May 06, 2013 7:45 pm

[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!



Zeosyn
Posts: 24
Joined: Tue Apr 30, 2013 4:18 am

Ok I am experiencing a very

Post by Zeosyn » Tue May 07, 2013 5:58 pm

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?


Zeo

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