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Mod Requests TTW

General mod discussion and requests.
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katnerd
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Re: Mod Requests TTW

Post by katnerd » Tue Nov 13, 2018 11:44 pm

I'm using PN, just not Rebalance or Equipment.
The grenade button and functions works fine, I'm still testing it on my current game, however.

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RoyBatty
Gary
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Re: Mod Requests TTW

Post by RoyBatty » Wed Nov 14, 2018 3:01 am

PN Equipment and Rebalance are incompatible.

Core is fine, turn off the knock downs.
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Bottletopman
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Re: Mod Requests TTW

Post by Bottletopman » Wed Nov 14, 2018 5:57 am

Oh dear...I don't use the equipment module but I do use rebalance...is there a conversion in the works?
tp for my bunghole?

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RoyBatty
Gary
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Re: Mod Requests TTW

Post by RoyBatty » Wed Nov 14, 2018 6:31 am

Nope, no conversion needed. It needs the AI settings stuff patched out.
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Crygreg
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Re: Mod Requests TTW

Post by Crygreg » Wed Nov 14, 2018 9:37 am

RoyBatty wrote:
Wed Nov 14, 2018 3:01 am
PN Equipment and Rebalance are incompatible.

Core is fine, turn off the knock downs.
Core is fine? What knock downs?

Bottletopman
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Re: Mod Requests TTW

Post by Bottletopman » Wed Nov 14, 2018 9:42 am

Hmm...would leaving the sneak settings at vanilla be enough? I know cover stealth states that this must be done so it can override PN's changes.

Core esm file is fine and won't conflict with TTW. Rebalance has an explosive knock downs setting, that should be turned off because I'm assuming TTW sets explosions to knock down by formula. I could be completely wrong however.
tp for my bunghole?

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RoyBatty
Gary
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Re: Mod Requests TTW

Post by RoyBatty » Wed Nov 14, 2018 10:43 am

The knockdown thing doesn't check Actors if they have "not pushable" or "no knockdowns" configuration flags, if you "knockdown" such enemies their AI becomes broken. For example, turrets and Liberty Prime.

The AI tweaks also break Liberty Prime, he's not supposed to be able to see that far.
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Boschpiper
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Re: Mod Requests TTW

Post by Boschpiper » Wed Nov 14, 2018 12:40 pm

Will cyberware be compatible? Or the extra options from the extra options mod

Bottletopman
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Re: Mod Requests TTW

Post by Bottletopman » Wed Nov 14, 2018 1:23 pm

Hmm...removed all the changes to the combat style records from rebalance.esp, and seems like scripted detection AI controls are governed by PNxRDetectionMain quest which is toggled by the scripted detection AI, so as long as that's turned off via PN's MCM as well it should be fine...should.

Also not sure about cyberware since I've never used it, but extra options seems to be fine based on FNVEdit snooping.
tp for my bunghole?

seancdaug
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Re: Mod Requests TTW

Post by seancdaug » Wed Nov 14, 2018 7:23 pm

Boschpiper wrote:
Wed Nov 14, 2018 12:40 pm
Will cyberware be compatible?
There was a patch for PN Cyberware for 2.9.x, but if I remember correctly (and I may not, so take this with the requisite grain of salt) all it did was add supporting NPCs to the Capital Wasteland. As such, I expect that Cyberware will not conflict with TTW 3.2, but you won't get to use any of it until you reach the Mojave.

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