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TTW interiors tpt theme glitch

General help and troubleshooting.
Valdemari
Posts: 13
Joined: Mon Sep 01, 2014 2:35 am

TTW interiors tpt theme glitch

Post by Valdemari » Thu Sep 04, 2014 6:00 pm

just came across this but i have the megaton home, and got the tpt residents to agree to let the ghouls live there.  i got the key from roy and wanted to check out all the themes for tpt,  after i got the vault one, i tried to swap it for the next on the list.  when i selected it, the vendor list didn't contain the theme for purchase.  i tried waiting for vendor list respwn and tried again and didn't have it.  going to try to console it into his inventory and see if that lets me purchase it


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Valdemari
Posts: 13
Joined: Mon Sep 01, 2014 2:35 am

update - consoled the theme

Post by Valdemari » Thu Sep 04, 2014 6:27 pm

update - consoled the theme into vendor inventory, it updated BUT it never removed the old them from the room so now i have a vault / raider mashup in there O_o  seems like the script for removal isn't working and that's stoping the script to place new in vendor inventory.  any ideas to fix this?



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

My PC is down at the moment

Post by chucksteel » Fri Sep 05, 2014 12:09 am

My PC is down at the moment so I can't look into the but It was all working and thoroughly tested before release. 


those two themes are both vanilla and the item removal are handled by the quest script for HD02 quest. Have you checked for mod conflicts? What is your Load order?


I would look for any mod that may change HD02 quest. 



Valdemari
Posts: 13
Joined: Mon Sep 01, 2014 2:35 am

current load order /sites

Post by Valdemari » Fri Sep 05, 2014 12:56 am

[collapsed title=current load order] /sites/default/files/Valdemari/files/load%20order%202.txt[/collapsed]


 


when i made the merge patch, i didn't see any conflicts in the script for it.  i'll check again tomorrow.  i tried with all the other themes and they did the same thing ( didn't remove vault, didn't have theme in inventory ) 


 


and ignore the two merge patches that are unchecked, that was when i was working on getting eve to work and forgot to remove them from the list.  not too terribly concerned about it, but i did want to see some of the amazing work you had done.


 


also ... after roy gives you the key when peacefully moving the ghouls in, is alistair tenpenny supposed to disappear? i can't recall from previous playthroughs.  he may still be around but he is nowhere in his room and such.



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

Yes, Tenpenny will disappear

Post by Risewild » Fri Sep 05, 2014 9:05 am

Yes, Tenpenny will disappear after a "disagreement" with Roy. Well not really disappear, more like brutally murdered and the body dumped... Roy will tell you all about it if you talk to him IIRC.


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Valdemari
Posts: 13
Joined: Mon Sep 01, 2014 2:35 am

ok, thanks risewild.  i didn

Post by Valdemari » Fri Sep 05, 2014 5:04 pm

ok, thanks risewild.  i didn't actually go through any of the dialog with roy, i just talked to him to get the key.


 


anyway, i looked over everything in TNVedit and there are no other mods effecting any of the HD02 or hd01 quests ( checked both to be sure ). i checked all the furniture and containers as well and the only thing effecting any of them is FO3 and TTWinteriors.combo. 


also checked on the NPC and he was modified by TTW, TTWinteriors.combo, TTW reputation, PN - TTW


 


so the ONLY effect i'm seeing that could be causing this would be project nevada, and reference that this mod points to is the container.  without having geck ( it doesn't play nice on my computer at ALL ), how could i modify this or remove the call from PN to this container to test it without just removing PN-ttw?


 



Valdemari
Posts: 13
Joined: Mon Sep 01, 2014 2:35 am

removed all of PN and tested

Post by Valdemari » Fri Sep 05, 2014 6:10 pm

removed all of PN and tested it, still isn't adding new themes into the vendor inventory and when edited in, well it now has 3 different themes placed into the tpt suite.



is there a way to run the script via console to remove it back to bare bones and buy one in specific?


 


ps. sorry i'm being slightly noobish with console scripts and such, it's been a LONG while since i played around with mod editing.  and as said before, i wasn't really intending on useing the home considering the work it would take to move all my crap from megaton there.  not to mention i'm getitng down to a point where i won't need to move much anyway except a few extra weapons and ammo ;)



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

All the themes get enabled

Post by chucksteel » Fri Sep 05, 2014 8:37 pm

All the themes get enabled and disabled by xmarkers you would need to look of there ID's and then in game use a disable command on them. As I said My PC is down at the moment so I can't look them up for you. 



Valdemari
Posts: 13
Joined: Mon Sep 01, 2014 2:35 am

no worries man, i was just

Post by Valdemari » Fri Sep 05, 2014 10:12 pm

no worries man, i was just wondering if there was an easy way to force scripts to run.  i'll take a look around get it functional at least.  thanks



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

All the items for the themes

Post by chucksteel » Fri Sep 05, 2014 10:42 pm

All the items for the themes are linked to the xmarkers I mentioned they all start as initially disabled which is why the room is empty when you first get it. I know the cell name is Tenpenny03Player and all the xmarker you need to disable will be in that cell. 


Hope that helps and after I reinstall my system and game I will look into this. 



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