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F3 Player Home mods headache

General help and troubleshooting.
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tizerist
Posts: 235
Joined: Mon Sep 17, 2012 10:24 am

F3 Player Home mods headache

Post by tizerist » Thu Feb 21, 2013 1:50 pm

It seems that trying to install a decent house mod for the F3 side of TTW is harder that it seems at first. Here is a list of F3 player homes that I have tried unsuccessfully, to install.


Underground Hideout (Vanilla and DLC versions) : Two problems really. Interacting with mannequins makes them follow you when you enter a new cell. Sometimes it's 12 or so following you. Missing meshes on the 'harvestable apple tree' which may be something missing from TTW, cause it's fine in F3.


Mini Hideout (Katanas): Interacting with mannequins makes them follow you when you enter a new cell.


TecVault : CTD when interacting with HEIDI from Underground Hideout New Vegas


And another semi-related glitch:


Driveable Chimera Tank (FOSE) (Anchorage required): Montgomery from Anchorage follows you when you enter a new cell. All scripts were recompiled.


===========================


So theres an issue primarily with mannequins, or companions, following the player around. I don't really know what the significance of this is, but finding a bug-free F3 house mod for NV is quite tricky.


None of these glitches seem to appear in F3, with the same mods.


Anyone else found anything strange, or that works 100%?



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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

When I first stumbled upon

Post by rbroab » Thu Feb 21, 2013 3:37 pm

When I first stumbled upon RFTCW, I noticed that Montgomery started following me or at least showing up in a new cell as you said. As for why, I have no idea. I haven't encountered that problem with TTW.


But sorry, I haven't found anything either. I just wound up with the Tenpenny Suite and the Underwater home in New Vegas.


I'm guessing with some of these house mods, they aren't agreeing with New Vegas. But I say that about most Fallout 3 mods, usually seems to be the case though.


I'm not alright, I'm an equal amount of left.

sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

Montgomery's initial greeting

Post by sesom » Thu Feb 21, 2013 4:06 pm

Montgomery's initial greeting package had to be changed for TTW. So if a mod changes it back to the original state it's clear that he malfunctions.


Can't say anything about the mods because I don't use them.



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

Sesom is right about

Post by TJ » Thu Feb 21, 2013 8:47 pm

Sesom is right about Montgomery (I'm almost certain he's the one who fixed it.) As for house mods: Megaton Return is grand for my needs other than removing the unneeded references to weapons and adding a reloading bench to the armory.


My project Dash is on Kickstarter!



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