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Mod Requests TTW
- katnerd
- Posts: 30
- Joined: Sun Nov 11, 2018 5:13 pm
- Contact:
Re: Mod Requests TTW
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.
The grenade button and functions works fine, I'm still testing it on my current game, however.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: Mod Requests TTW
PN Equipment and Rebalance are incompatible.
Core is fine, turn off the knock downs.
Core is fine, turn off the knock downs.

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Bottletopman
- Posts: 117
- Joined: Thu Jan 05, 2017 12:28 am
Re: Mod Requests TTW
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?
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
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Crygreg
- Posts: 18
- Joined: Sat Nov 03, 2018 5:53 pm
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Bottletopman
- Posts: 117
- Joined: Thu Jan 05, 2017 12:28 am
Re: Mod Requests TTW
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.
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?
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: Mod Requests TTW
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.
The AI tweaks also break Liberty Prime, he's not supposed to be able to see that far.

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Boschpiper
- Posts: 102
- Joined: Tue Nov 06, 2018 12:11 pm
Re: Mod Requests TTW
Will cyberware be compatible? Or the extra options from the extra options mod
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Bottletopman
- Posts: 117
- Joined: Thu Jan 05, 2017 12:28 am
Re: Mod Requests TTW
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.
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?
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seancdaug
- Posts: 6
- Joined: Mon Nov 12, 2018 5:37 am
Re: Mod Requests TTW
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.