General mod discussion and requests.
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Dosbilliam
- Posts: 5
- Joined: Sun Aug 11, 2013 6:41 am
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by Dosbilliam » Sun Aug 25, 2013 3:06 am
Just reloaded my character with Project Brazil disabled to see if all the mods I have would work with TTW, and I was successful. :D Not sure HOW successful, but the game launched without any issues aside from the loading screen taking a while to get the mouse going, which existed before this...anyway, my load order...
FalloutNV.esm=1
DeadMoney.esm=1
HonestHearts.esm=1
OldWorldBlues.esm=1
LonesomeRoad.esm=1
GunRunnersArsenal.esm=1
ClassicPack.esm=1
MercenaryPack.esm=1
TribalPack.esm=1
CaravanPack.esm=1
Fallout3.esm=1
Anchorage.esm=1
ThePitt.esm=1
BrokenSteel.esm=1
PointLookout.esm=1
Zeta.esm=1
TaleOfTwoWastelands.esm=1
CFWNV.esm=1
FOOK - New Vegas.esm=1
FOOK - New Vegas DLCs.esm=1
AWorldOfPain(Preview).esm=1
Weapon Mod Expansion.esm=1
WME - GRA.esm=1
WME - DLCs.esm=1
ProjectBrazil.esm=0
TTW_StashPackOptions.esp=1
TTW_NoKarmaDCFollowers.esp=0
TTW_Bobbleheads.esp=1
TTW_MoreCookingItems.esp=1
TTW_XPReduction.esp=0
DarNifiedUINV.esp=1
The Mod Configuration Menu.esp=1
The New Bison Steve Hotel.esp=1
FOOK - New Vegas.esp=1
FOOK - New Vegas DLCs.esp=1
CFW-FOOK-DLC.esp=1
NewVegasBounties.esp=1
NewVegasBountiesII.esp=1
SignatureWeapons.esp=1
AWOPDeadMoney.esp=1
AWOPCFWWeaponPatch.esp=0
Weapon Mod Expansion.esp=1
WME - FOOK.esp=1
WME - GRA - Weapon Integration.esp=1
WME - GRA - Vendor Reform.esp=1
WME - GRA - Unique Integration.esp=1
WME - GRA - Just Guns.esp=1
WME - GRA - Complete.esp=1
WME - GRA - Arenovalis.esp=1
WME - GRA - All Weapons.esp=1
WME - DLCs.esp=1
WME - DLCs Arenovalis.esp=1
WME - FOOK DLCs.esp=1
WME - AWOP - FOOK.esp=1
Project Brazil NV Courier Stash Control.esp=0
Project Brazil NV DLC Control.esp=0
CFW-FOOK.esp=1
AWOPDeadMoneyVendorPatch.esp=1
CFW-DLC.esp=1
The Weapon Mod Menu.esp=1
Screw VATS, I'll do my headshots manually. First Recon hasn't seen anything yet. >:D
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Dosbilliam
- Posts: 5
- Joined: Sun Aug 11, 2013 6:41 am
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by Dosbilliam » Sun Aug 25, 2013 3:26 am
Well, I do occasionally teleport to the Mojave, but eh.
Screw VATS, I'll do my headshots manually. First Recon hasn't seen anything yet. >:D
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PrivateJoker
- Posts: 36
- Joined: Sat Aug 24, 2013 4:20 pm
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by PrivateJoker » Sun Aug 25, 2013 3:13 pm
Is it still working after some hours of gameplay with no crashes?
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deadboy
- Posts: 496
- Joined: Fri Aug 16, 2013 11:18 pm
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by deadboy » Tue Aug 27, 2013 10:32 pm
This is very helpful. At this point I'm trying to add TTW to my load and I'm not even sure which mods make it choke and which don't. Is there a sort of working list of what is sort of compat and what is dangerously nonfunctional in TTW?
I was running a fairly clean install and didn't have many problems, then I added a handful of mods and at that point I couldn't even get "dad" to recognize when I had crawled to him in the training missions.
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TJ
- Posts: 2181
- Joined: Mon Sep 17, 2012 1:06 pm
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by TJ » Tue Aug 27, 2013 10:41 pm
That's probably because you didn't read the FAQ and the mod compatibility pages, and where it's posted literally hundreds of times all over this website DO NOT USE MODS UNTIL YOU MAKE IT OUT OF VAULT 101.
And for the record: that cat's lucky his game loads.
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Dosbilliam
- Posts: 5
- Joined: Sun Aug 11, 2013 6:41 am
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by Dosbilliam » Fri Aug 30, 2013 11:33 pm
[quote=PrivateJoker]
Is it still working after some hours of gameplay with no crashes?
[/quote]
Yep. Aside from the teleportation, I usually got bored of the Fallout 3 area before the game crashed.
Also, to use a joke I pulled on the Steam forums, it comes from juggling Lucky 8 Balls every morning. :P
Screw VATS, I'll do my headshots manually. First Recon hasn't seen anything yet. >:D
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TJ
- Posts: 2181
- Joined: Mon Sep 17, 2012 1:06 pm
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by TJ » Sat Aug 31, 2013 12:25 am
Well since you're such a good sport I'll tell you your teleport issue is because one of your mods overwrote TTW's code in the NVDLCMQ00 (I think that's the one) script. a quick delete of that record in any mod that loads after TTW will fix, though you'd be better served copying the fix into that mod...
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Dosbilliam
- Posts: 5
- Joined: Sun Aug 11, 2013 6:41 am
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by Dosbilliam » Sat Aug 31, 2013 3:35 am
Would an FNVEdit merge patch fix that? Really don't wanna dig through the GECK to find that for each patch. :/
Screw VATS, I'll do my headshots manually. First Recon hasn't seen anything yet. >:D
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
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by JaxFirehart » Sat Aug 31, 2013 3:46 am
Unfortunately, no, a merge patch wouldn't help that.
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TJ
- Posts: 2181
- Joined: Mon Sep 17, 2012 1:06 pm
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by TJ » Sat Aug 31, 2013 5:08 am
But it will fix likely dozens of errors you have that you may or may not even know you have. A merged patch bashes your lists (form, leveled, anything else I'm forgetting here.) together, ensuring all additions from each mod are visible to the game engine. Since a script doesn't fall into either category, it falls under the rule of 1: The game engine only sees the final edit loaded by any mod. In this case if you have 50 mods (arbitrary number) each editing that script and making their own changes, whatever edits it very last in your load order becomes the official version of that script your game uses, and the other edits don't exist. Going back to the merged patch, it works by ensuring the full complete list is what is loaded last under the rule of 1.