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AWOP affecting FO3 companions' dialogue

General help and troubleshooting.
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Sunlight Nomad
Posts: 4
Joined: Mon Aug 31, 2015 9:07 pm

AWOP affecting FO3 companions' dialogue

Post by Sunlight Nomad » Mon Aug 31, 2015 9:16 pm

Companions such as RL-3 and Paladin Cross don't have any dialogue options except goodbye. I read that uninstalling AWOP would fix this problem and it did. I'm gonna reinstall AWOP and see if there is another mod that is conflicting with AWOP. 


Here is my load order:


GameMode=FalloutNV


  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


TTWFixes.esm=1


NVInteriors_Core.esm=1


Interior Lighting Overhaul - Core.esm=1


ELECTRO-CITY - CompletedWorkorders.esm=1


NVInteriors_ComboEdition.esm=1


FCOMaster.esm=1 Niner.esm=1


VanessaFollowerNV.esm=1


More Traits.esm=1


Project Nevada - Core.esm=1


Project Nevada - Equipment.esm=1


Project Nevada - Rebalance.esp=1


oHUD.esm=1


Interior Lighting Overhaul - L38PS.esm=1


ELECTRO-CITY - Highways and Byways.esm=1


Project Nevada - Cyberware.esp=1


Project Nevada - Extra Options.esm=1


SpeedyResources.esm=1


Tuneable Radios.esm=1


AWorldOfPain(Preview).esm=1


AWorldOfPainFO3_TTW_2.2a.esm=1


TTW_StashPackOptions.esp=1


TTW_SpeechChecks.esp=1


The Weapon Mod Menu.esp=1


ttw_wildwasteland.esp=1


Project Nevada - Rebalance Complete.esp=1


Interior Lighting Overhaul - Ultimate Edition.esp=1


Project Nevada - All DLC.esp=1


The Mod Configuration Menu.esp=1


Project Nevada - Cyberware Additions.esp=1


ILO - NVInteriors Project.esp=1


SarahCompanion.esp=1


Ragdolls.esp=1


Fellout.esp=1


TrooperOverhaul-Dragbody.esp=1


LeatherBackpack - eng.esp=1


Leather backpack - rus.esp=1


lexx_rifleholster.esp=1


Eyepatch.esp=1


EVE FNV - ALL DLC.esp=1


Project Nevada - TTW.esp=1


TTW - Fellout.esp=1


Fellout-OWB.esp=1


dD - Enhanced Blood Main NV.esp=1


ILO - PipBoy Light.esp=1


ILO - A World of Pain.esp=1


R.A.C.E. Station.esp=1


001 Project Weaponry.esp=1


Wellcometohell.esp=1


delilah.esp=1


TTW_Reputation.esp=1


WeaponModsExpanded.esp=1


TTWOptions.esp=1


ILO - Tale of Two Wastelands.esp=1


GRA - The Right to Bear Arms.esp=1


Wastelander Pack.esp=1


The Storyteller.esp=1


TTW_AnchorageCustomization.esp=1


JIP CC&C - Avatar Creation.esp=1


BLIND.esp=1


More Traits Update.esp=1


TTW_NoKarmaDCFollowers.esp=1


NCRTrooperOverhaul.esp=1


TTW_StartupMenu.esp=1


TTW_OutcastTrading.esp=1


Cazaclaw Resource.esp=1


Holster.esp=1


MercWanderer.esp=1


Distributed Necklaces and Chains Neck Seam Concealer.esp=1


DLC Weapon Integration.esp=1


Machienzo-RadioNewVegasFixv11.esp=1


FCO - Playable Races.esp=1


fco_ttw.esp=1


FCO - Delilah.esp=1


FCO - Niner.esp=1


JIP Companions Command & Control.esp=1


AWOP - EVE AllDLC.esp=1


TTWAWOP4DC.esp=1  


 


I would appreciate help if anyone sees anything that i am missing or something that might conflict with AWOP to save me a little time. Thanks!



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

AWOP NV does NOT break

Post by RoyBatty » Mon Aug 31, 2015 9:30 pm

AWOP NV does NOT break companions.


AWorldOfPainFO3_TTW_2.2a.esm=1, TTWAWOP4DC.esp=1 <- old wrong version of AWOP for FO3


Your load order needs fixing too, AWOP's should be much higher in the load order, before Interiors. Did you use LOOT to sort your load order? It doesn't do a very good job with TTW.


Fellout should be last, ILO esp's should be just before it. You have no merge or bash patch, which should be just before the ILO esp's. The Storyteller has many bugs and they should get fixed before you use the mod with TTW.


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Sunlight Nomad
Posts: 4
Joined: Mon Aug 31, 2015 9:07 pm

Okay, so avoid using LOOT for

Post by Sunlight Nomad » Mon Aug 31, 2015 9:39 pm

Okay, so avoid using LOOT for TTW and I'll start fixing my load order. What are merge or bash patches and what are they used for? I apoligize for not knowing as I've barely gotten into PC gaming.



Lyndi
Posts: 555
Joined: Tue Jul 07, 2015 8:32 pm

If you want to make a Bashed

Post by Lyndi » Mon Aug 31, 2015 10:19 pm

If you want to make a Bashed Patch using Wrye Flash/Bash you can find instructions on setting bash tags here: https://taleoftwowastelands.com/content/creating-bashed-patch-ttw


If you want to make a merge patch using FNVEdit you can follow RoyBatty's guide found here: https://www.youtube.com/watch?v=yq-fqpL5LqE


Produces the programming equivalent of coffee stains.

Sunlight Nomad
Posts: 4
Joined: Mon Aug 31, 2015 9:07 pm

Thank you so much Roy,

Post by Sunlight Nomad » Mon Aug 31, 2015 11:01 pm

Thank you so much Roy, companions are running perfectly! 



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

YW. Also check around the

Post by RoyBatty » Mon Aug 31, 2015 11:05 pm

YW. Also check around the Modding Tutorials sub forum for how to do other things like manually sort your load order, and also there is a nice thread on optimizing the game.


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Sunlight Nomad
Posts: 4
Joined: Mon Aug 31, 2015 9:07 pm

Will do. Thanks again

Post by Sunlight Nomad » Tue Sep 01, 2015 5:59 pm

Will do. Thanks again



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Do NOT do that! If you have

Post by RoyBatty » Wed Nov 11, 2015 9:32 pm

Do NOT do that! If you have issues with your companion dialogue there is something else in your load order breaking it.


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User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

It's something else in your

Post by RoyBatty » Fri Nov 13, 2015 11:57 am

It's something else in your load order, trust me. AWOP NV and AWOP F3 (my conversion) are working 100% fine with TTW and plenty of other mods without the need to do anything of the sort.


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