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Can't advance past baby stage in a new save.

General help and troubleshooting.
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Llendus
Posts: 3
Joined: Mon Mar 17, 2014 8:46 pm

Can't advance past baby stage in a new save.

Post by Llendus » Mon Mar 17, 2014 9:03 pm

GameMode=FalloutNV



FalloutNV.esm=1

DeadMoney.esm=1

HonestHearts.esm=1

OldWorldBlues.esm=1

LonesomeRoad.esm=1

GunRunnersArsenal.esm=1

CaravanPack.esm=1

ClassicPack.esm=1

MercenaryPack.esm=1

TribalPack.esm=1

Fallout3.esm=1

Anchorage.esm=1

ThePitt.esm=1

BrokenSteel.esm=1

PointLookout.esm=1

Zeta.esm=1

TaleOfTwoWastelands.esm=1

TTWInteriors_Core.esm=1

TTWInteriorsProject_Combo.esm=1

More Perks.esm=1

More Traits.esm=1

RHKBrisaAlmodovar.esm=1

PipboyRemover.esm=1

NevadaSkies.esm=1

MikotoBeauty.esm=1

More Perks for Dead Money.esm=1

More Perks for Honest Hearts.esm=1

More Perks for Old World Blues.esm=1

Project Nevada - Core.esm=1

Project Nevada - Cyberware.esp=1

Project Nevada - Equipment.esm=1

Project Nevada - Rebalance.esp=1

Project Nevada - Extra Options.esm=1

NVWillow.esp=1

oHUD.esm=1

AnimnatedStatics.esp=1

EVE FNV - ALL DLC.esp=1

TTW_SuperMutantRebalance.esp=1

TTW_NoKarmaDCFollowers.esp=1

TTW_MoreCookingItems.esp=1

TTW_Bobbleheads.esp=1

ttw_introvideofix.esp=1

ttw24_plbulbmiscitemofffixed.esp=1

ttw24afollowerfirehirefix.esp=1

TTW_StashPackOptions.esp=1

TTW_CompanionWheelFixesForReal.esp=1

ttw_-_add_4_eyes_to_power_helmets_-_overrride.esp=1

ttw_-_eye_glasses_fix.esp=1

TTW_ThePittFPSCompatiblity.esp=1

FNX.esp=1

More Perks Update.esp=1

More Perks for Dead Money Update.esp=1

More Perks for Honest Hearts Update.esp=1

More Perks for Old World Blues Update.esp=1

More Traits Update.esp=1

TTW_CompanionRevamp.esp=1

TTW_VanGraffs.esp=1

Follower Amata ULTIMATE.esp=1

LucyWestCompanion.esp=1

gunrunners_in_the_capital_wasteland_1.1.esp=1

gunrunners_in_the_capital_wasteland.esp=0

RHKSeatActivationFix.esp=1

WeaponModsExpanded.esp=1

WMX-DLCMerged.esp=1

WMX-POPMerged.esp=1

wmx-ttw-unified.esp=1

LightUpAndSmokeThoseCigarettes_edisleado.esp=1

lightupandsmokethosecigarettes_dm.esp=1

Roberts_NewVegas.esp=0

Type3 Leather Armors.esp=1

ReElijahfied.esp=1

DeadMoneyFemaleTuxedo.esp=1

Nova-Prostitute.esp=1

NVT3Tattered Suits.esp=1

Digital_Nightmare.esp=1

DN_TTW_Patch.esp=1

MikotoBeauty.esp=1

bzArmour.esp=1

Radar.esp=1

XFO - 4bb - Perks - Two per level.esp=0

Project Nevada - WMX.esp=1

Project Nevada - Cyberware Additions.esp=1

Project Nevada - Rebalance Complete.esp=1

Project Nevada - All DLC.esp=1

Project Nevada - EVE All DLC.esp=1

The Mod Configuration Menu.esp=1

Project Nevada - TTW.esp=1

The Weapon Mod Menu.esp=1

[TTW]AutumsPistol.esp=1

NevadaSkies - TTW Edition.esp=1

DarNifiedUINV.esp=1

fo3 fast start.esp=0

citadel_fix-for_v2-4a.esp=1

 


Wish I knew what the problem was. It's not a terrible inconvenience for me to just load an old save at the end of Vault 101, but for immersion's sake I just prefer to make a new character altogether. Tried disabling things I suspected might be causing problems, such as Mikoto's or Pipboy remover, but no such luck. Any help would be appreciated.



LaEspada
Posts: 101
Joined: Fri Jul 12, 2013 4:00 am

You not supposed to be using

Post by LaEspada » Mon Mar 17, 2014 9:05 pm

You not supposed to be using ANY mods whatsoever until you exit Vault 101.


Yea, that's how it is sorry :P


Or you could just get that save that's floating around on the forums somewhere that is saved at right after Amata wakes you up.



Llendus
Posts: 3
Joined: Mon Mar 17, 2014 8:46 pm

Not even that works. That's

Post by Llendus » Mon Mar 17, 2014 9:06 pm

Not even that works. That's why I assumed the converted FO3 fast start mod wouldn't work. I've gone through it with mods before, as well. Not this heavily modded, mind you, but ... still.



retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

I'm not going to read that

Post by retlaw83 » Tue Mar 18, 2014 12:25 am

I'm not going to read that whole list, but I'm guessing it's an issue with custom races or a Pip-Boy replacer.


30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.



Llendus
Posts: 3
Joined: Mon Mar 17, 2014 8:46 pm

Already tried having both off

Post by Llendus » Tue Mar 18, 2014 1:36 am

Already tried having both off.



retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

You're going to have to do

Post by retlaw83 » Tue Mar 18, 2014 1:45 am

You're going to have to do what I do, I'm afraid. Turn off everything but TTW until after Escape! and then re-activate before you hit the wasteland.


30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.



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

If you're using a pip boy

Post by thermador » Fri Mar 21, 2014 3:48 pm

If you're using a pip boy replacer you have to uninstall it, and not just disable it, to get through the Vault 101 stuff.  And you will have to start a new character after it's fully uninstalled of course.


A Familiar Friend is the most compatible pip boy replacer with TTW, but only b/c it is (relatively) easy to uninstall and reinstall.  Don't install it until you're outside Vault 101.  Uninstall it before Tranquility lane, and before Operation Anchorage.  No other pip-boy replacer has been verified to work with TTW besides A Familiar Friend.  There is info on this in the FAQ.



User avatar
KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

The only Pip-boy replacer I

Post by KeltecRFB » Fri Mar 21, 2014 4:11 pm

The only Pip-boy replacer I would use is the sibling of A Familiar Friend...


[url=http://www.nexusmods.com/newvegas/mods/49732/?]Pip-boy 2500A[/url]  Otherwise, you are just going to have to disable all the other replacers sometime during your game.


"Si vis pacem, para bellum!"

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