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Posted

TTW Super Mutants & Ghouls fix - SexoutNG

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UPDATE!

- Mod now include a fix to DC Ghouls

 

after noticing that sexout always returned invalid actor when trying to have fun with Super Mutant in DC, I tried to find why and noticed that when TTW 3.2 was released they changed the default SM folder to a new one, So I tried to override the mutants to use the older nif files and now I can have sexy time with Mutants.

 

This also changes FO3 AWOP Super Mutants and also the invisible Super Mutants from some Mods like (TTW QuestOverhaul + additions and Fertile Breader DC)

 

Requirements:

Tale of Two Wastelands 3.2.x

AWOP4FO3

 

Includes a version that doesnt require AWOP4FO3 mod

 

Attention: This was not tested extensible so it could have broke things because of the change of skeleton and the nif files, report if any anything wrong and I will take a look if I can Fix

 

Note: New file Includes two esp files, use only one and the version AWOP4FO3 version if you have it.


  • Submitter
  • Submitted
    07/30/2019
  • Category
  • Requires
    AWorldOfPainFO3.esm, TaleOfTwoWastelands.esm

 

Posted

You said to ask if people needed a version without awop so here I am thanks for doing this fix though as there doesnt seem to be any other way to fix it (the invisible supermutants that is.

Posted

@Hatoc123 Ask and you shall receive, release a new esp without the AWOP records, now the question is if I need to fix the DC Ghouls also because it seems they have also their own folder like the SM.

Posted
5 hours ago, x3kmak said:

@Hatoc123 Ask and you shall receive, release a new esp without the AWOP records, now the question is if I need to fix the DC Ghouls also because it seems they have also their own folder like the SM.

hmmm dunno I havent seen any invisible ghouls (though how would I see them lol) Thanks for doing this though very much appreciated

  • 2 months later...
Posted

Does this mod fix the issue with Fawkes, when you first free him from vault 87? The new dialogue choice from TTW Quest Overhaul shows up, but nothing happens after it's selected. The same issue with the other dc mutants- invalid actor- still happens with him.  I wasn't sure if Fawkes was supposed to be included in this fix, so I figured I would ask on the chance that maybe I screwed up something simple.

 

Either way, thank you so much for the fix! I've been wanting to try the original mod out, but the problems with the mutants crippled well over half the content, to the point of being unplayable. 

  • 2 weeks later...
Posted

@fancydoctor, this mod only changes the skeleton & the mutant model to what they used on ttw 2.x.x ( which is the FONV one) so it shouldn't in theory make stuck in the menu and probably not in-game unless they had to use the new skeleton for something.

 

I also had a certain problem like that in the past, sometimes disable mods until you find the one causing you trouble ( try leaving mine on and disable some in block's incremently until you're able to press buttons in the main menu).

 

@dark_lotus I went over all mutants record to see their models & skeleton ( even the behemoths which use their own skeleton) and pretty sure I changed for every mutant ( I initially forgot about uncle Leo), if some mutant is invalid just PM and I will update the esp's

  • 1 year later...
Posted

hi, I tried this mod.

so, Feral Ghoul Roamer's (in AWOP FO3 Area : exsample; in Springvale Sewer) Attack sound and walking has no sounds.

Can you fix it?

  • 1 month later...
  • 1 year later...
  • 1 year later...
  • 1 year later...
Posted

This does not work on the latest TTW, but it can be circumvented via this mod (and its requirements), since it replaces the capital supermutant IDs?/models with functional mojave versions. 

  • 3 months later...
Posted (edited)

I am running TTW 3.3.2a. and this mod works well for Fawkes. However, Uncle Leo is invisible, only his clothing shows. Any idea how to fix? I have done the usual, select all mods, untick archive invalidation, enter. Then select all, retick archive invalidator and enter again. No change. I have no clue as to IF this works on ghouls, they all seem to be there, but I have no ferals to test with. I installed the mods the above post mentioned, got them working, but they still did not stop Uncle Leo from being invisible. It is NOT just Uncle Leo, there is at least 1 type of Super Mutant that also stays invisible. Not sure which one, but they usually carry Automatic Rifle in DC anyway.

 

UPDATE: I was able to fix this issue myself, I went into GECK, found Leo, got his body/skin meshes type. Used NifSkope, and pulled it out. I then dropped it into the mesh files and voila! No more invisible supermutants.

Edited by Tattman

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