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Knight Captain Durga

General help and troubleshooting.
TheEntiretyOfCancoon
Posts: 4
Joined: Sat Feb 20, 2016 2:19 pm

Knight Captain Durga

Post by TheEntiretyOfCancoon » Thu Aug 31, 2017 3:41 pm

I'm unsure if this is where I'm supposed to put this, but I've been having trouble with Knight Captain Durga. She will not have any dialogue options other than the one to exit the conversation, making me unable to trade with her. On the wiki it said that getting into broken steel would automatically allow me to trade with her, but this is also not the case, and I still only have the option to leave the conversation. Any help given would be appreciated. Here's my


[collapsed title=Load Order]



 0  0 FalloutNV.esm


 1  1 DeadMoney.esm


 2  2 HonestHearts.esm


 3  3 OldWorldBlues.esm


 4  4 LonesomeRoad.esm


 5  5 GunRunnersArsenal.esm


 6  6 ClassicPack.esm


 7  7 MercenaryPack.esm


 8  8 TribalPack.esm


 9  9 CaravanPack.esm


10  a Fallout3.esm


11  b Anchorage.esm


12  c ThePitt.esm


13  d BrokenSteel.esm


14  e PointLookout.esm


15  f Zeta.esm


16 10 TaleOfTwoWastelands.esm


17 11 Project Nevada - Core.esm


18 12 Project Nevada - Equipment.esm


19 13 Project Nevada - Rebalance.esp


20 14 Project Nevada - Cyberware.esp


21 15 Project Nevada - Extra Options.esm


22 16 JIP Selective-Fire.esm


23 17 TTW_AnchorageCustomization.esp


24 18 TTW_NoKarmaDCFollowers.esp


25 19 TTW_OutcastTrading.esp


26 1a TTW_Reputation.esp


27 1b TTW_SpeechChecks.esp


28 1c TTW_StartupMenu.esp


29 1d TTW_StashPackOptions.esp


30 1e ttw_wildwasteland.esp


31 1f TTWOptions.esp


32 20 DeadMoneyFemaleTuxedo.esp


33 21 Project Nevada - Cyberware Additions.esp


34 22 Project Nevada - Rebalance Complete.esp


35 23 Root 'n Loot.esp


36 24 Project Nevada - All DLC.esp


37 25 CASM with MCM.esp


38 26 JIP Fast-Travel Anywhere.esp


39 27 JIP Realistic Weapon Overheating.esp


40 28 JIP Improved Recipe Menu.esp


41 29 NPCs Consume Ammo.esp


42 2a The Mod Configuration Menu.esp


43 2b pipboy2500_edisleado.esp


44 2c TTW FO3&NV&DLC Killable Children.esp


45 2d MetroCars.esp


46 2e Project Nevada - TTW.esp


47 2f SenterPats Weapon Pack.esp


48 30 BOE Diversified.esp


49 31 TTWVaultSuitHotfix.esp


50 32 BOED OA.esp


51 33 BOED TP.esp


52 34 BOED BS.esp


53 35 BOED BS Optional.esp


54 36 WazerWifle.esp


55 37 BNE Diversified TTW.esp


56 38 BOE Diversified Optional.esp


57 39 BOED Power Armor Scaling.esp


58 3a BNED LR TTW.esp


59 3b BNED Power Armor Scaling LR TTW.esp


60 3c BNED Power Armor Scaling TTW.esp


61 3d BNE Diversified Black APAII.esp

 [/collapsed].



Trm8r
Posts: 142
Joined: Sat Sep 22, 2012 12:49 pm

I don't use most of your mods

Post by Trm8r » Thu Aug 31, 2017 3:51 pm

I don't use most of your mods but you have to get permission from Lyons to trade.



TheEntiretyOfCancoon
Posts: 4
Joined: Sat Feb 20, 2016 2:19 pm

Yes, but you have to talk to

Post by TheEntiretyOfCancoon » Thu Aug 31, 2017 3:54 pm

Yes, but you have to talk to Durga first before the dialogue to get permission from Elder Lyons pops up. As there is no dialogue option other than to leave the conversation when I speak to Durga, I can't talk to Lyons to get permission.



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

Well no that's total nonsense

Post by RoyBatty » Fri Sep 01, 2017 4:14 pm

Well no that's total nonsense as it doesn't do that for me or anyone else.


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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

He's using YUP and NOT using

Post by jlf65 » Fri Sep 01, 2017 5:04 pm

He's using YUP and NOT using TTW-fixes or the TTW patch for PN. That's more likely the problem.


 



User avatar
jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

lapo wrote:Yeah, TTW-fixes

Post by jlf65 » Fri Sep 01, 2017 10:49 pm

[quote=lapo]Yeah, TTW-fixes has a warning about using it only on new games and I didn't want to start again, I had a few hours of progress with my new TTW playthrough before I saw that mod here. In any even I checked and this isn't mentioned in the changelog there.[/quote]


TTW changes a LOT of stuff, in particular some important scripts. Without the fixes, there's no telling what could go wrong. I'd try the TTW-Fixes anyway, just to be certain.


[quote]As for the TTW patch for Project Nevada I am pretty sure that is in the load order I posted, unless you meant something else?[/quote]


No, I just missed it. Sorry. Your list is a LITTLE hard to read without line breaks after each mod.


Anywho, it's very odd that turning off JIP makes it work for you. There's definitely something weird there as no one has reported anything similar. Never seen it myself. In any case, your version is old - update and try it again. Maybe it WAS a problem in JIP under rare conditions and is fixed.



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

It's possible that disabling

Post by Mystical Panda » Fri Sep 01, 2017 11:44 pm

It's possible that disabling the JIP plugin prevents certain script functions (JIP LN specific) from working properly (if at all), bypassing them entirely which could be setting or modifying data. So if there was 'scripting' confusion between different mods, what you noticed as a test result could work, but might cause problems later on in the save file itself if the result of the scripts were necessary for data integrity.


I would imagine, as an observable result, the game, which should be composed on normal script functions, would seemingly work as those don't require JIP LN, while any new functions specifically coded for it in the scripts wouldn't.



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

I'm not totally up on the two

Post by Mystical Panda » Sat Sep 02, 2017 1:50 am

I'm not totally up on the two NVSE plugins, but the JIP LN is the combined version of regular JIP and Lutana plugins, if I'm thinking correctly. I'm guessing they would be interchangeable if the function names (calls) are the same, but I didn't get to check and see if there's a difference (still working on rewriting some code atm); the results your having say they're definitely not. Perhaps the GECK (expanded to include NVSE and associated plugins) 'compiles' scripts with an offset code for the function based on it's location the associated dll, rather than the actual function name itself, and the order has completely changed (different indexes now point to different functions). That would break stuff for sure, and is a really broad guess.



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

I have no such effects in my

Post by RoyBatty » Sat Sep 02, 2017 2:03 am

I have no such effects in my game and I have many different save states for testing, and I help jazz by testing the plugins all the time. Most people keep them up to date because many popular mods are updated for it and use the new functions. Are you using an older version of NVSE? You must use the latest beta or it will not function correctly.


You *cannot* use YUP stand alone with TTW, it *will* break it. That is clearly stated in our FAQ, and we can't provide any support when people do things they know are going to break their game. It's a waste of time for us to try and diagnose any side effects.


The OP is also using mods which are known incompatible, and therefore I'm just going to lock the topic if this continues.


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

Hrm well I swear the FAQ said

Post by RoyBatty » Sat Sep 02, 2017 5:42 am

Hrm well I swear the FAQ said that at some point, but apparently not. My bad, it should be updated soon.


The text on nexus is years old and hasn't been changed since Yuki wrote it I don't think.


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