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Mod Conflict Hunting

General help and troubleshooting.
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Armoured Squid
Posts: 4
Joined: Fri Jul 10, 2015 4:06 pm

Mod Conflict Hunting

Post by Armoured Squid » Fri Jul 10, 2015 4:21 pm

I'm using v2.9.4b without mod its playing surprisingly well however once I've added mods i noticed that during the intro James is invisible and during the part ware you walk into the playpen he is stood in the gate blocking it, using no clipping to get into the pen the dialog plays but he never moves, i have attached the load order used, and hopefully people will be able to help locate the mod/mods that are causing this so it can be posted as a confirmed conflict.


 


to everyone that will take the time to help i thank you, only discovered this a day ago and really want to help improve it


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TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

Check here.

Post by TrickyVein » Fri Jul 10, 2015 4:28 pm

Check here.


You're using NVEC. You're also using a race mod which will give you problems later on.


First things first, dude. Just get to the end of the vault sequence before using mods, then you can suss it out. We're not really interested in finding incompatibilities before then since the beginning of the game is quite easily broken anyway.


How many plugins is that anyway?



Armoured Squid
Posts: 4
Joined: Fri Jul 10, 2015 4:06 pm

thank you for replying so

Post by Armoured Squid » Fri Jul 10, 2015 5:40 pm

thank you for replying so quickly, i did disable my mods just to get through the vault section, and thank you for pointing me in the right direction, its roughly around 110 active plugins.


for me this is a medium load order, I'm currently on rebuilding for ToTW and i'm going to try and keep it to a light mod list, i am curious if anyone knows what the effect of using armour replacers (t6 versions) on fallout 3 before running it through the utility would be.


NVEC will not be installed, the readius will be going, would it be best to leave New Vegas quest mods alone untill i take the train?


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TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

Armoured Squid wrote:

Post by TrickyVein » Mon Jul 13, 2015 1:46 am

[quote=Armoured Squid]


NVEC will not be installed, the readius will be going, would it be best to leave New Vegas quest mods alone untill i take the train?


[/quote]


That's a good idea if you ask me. They won't affect you what you're doing in DC anyway, just add to your load order and if there are any incompatibilities there you can deal with them when it's time.



Armoured Squid
Posts: 4
Joined: Fri Jul 10, 2015 4:06 pm

thank you to all of the TTW

Post by Armoured Squid » Fri Jul 24, 2015 3:40 am

thank you to all of the TTW community I've learnt more about modding in the past few days from one of the best fallout community around. now the game is stable (for a beth-soft game), tried to stay bellow 50 plugins, now at high 60's but this is the first installation that feels almost complete.


 


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Papajack55
Posts: 17
Joined: Sun Mar 23, 2014 5:34 pm

Hey guys I don't know if this

Post by Papajack55 » Fri Jul 24, 2015 4:17 am

Hey guys I don't know if this does anyone any good, but does anyone remember a mod named Vanessa? She is a follower who talks about Clover in Paradise Falls. We both left for DC went to PF, and talked to Eulogy, and bought Clover for 2,000 caps. Gave her her freedom because she was Vanessa's friend a long while back. Now both her and Vanessa are back together again as BFFs and traveling after I took off her slave ring. That felt like a good game accomplishment to me.


 


Later.


If you know your right, then do it.

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Yeah papajack, that is

Post by JaxFirehart » Fri Jul 24, 2015 3:32 pm

Yeah papajack, that is completely off topic, start another thread or something, unless you can explain HOW that's relevant?



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