Bloodfang Posted September 1, 2015 Share Posted September 1, 2015 good mod, only downside imo is the fact that compared to a male playthrough where it's more about seduction and stuff, for females it's either rape or prostitution in most cases... ^^' Link to comment
lightwalker13 Posted September 4, 2015 Share Posted September 4, 2015 Yeah, it would lock you out of anything Vault 101 related. From what i've found it looks liek the player can go back to vault 101, but anything related to ttw and the prologue isn't accessible. hmm i just noticed something... i had to update ttw to the newest version since my old install had become corrupt. upon starting a new game it gives me an option to start from the mojave instead vault 101. I'll run some tests to see if doing this will lock anyone out of doing some of the mods content though i get the feeling that it may do. That's from a TTW extra option plugin I believe. Yes this is correct, sorry i should of ben more specific that its an optional plugin that included in the main install Link to comment
Qis4Maverick Posted September 13, 2015 Share Posted September 13, 2015 Is there a way for me to start the "full of good intentions" quest, even though I blew up Megaton? I am willing to use console commands, but I do not know which are safest. Link to comment
jkarpynczyk Posted September 28, 2015 Share Posted September 28, 2015 When I reach the end of Fallout3 and save the world I know I am suppose to wake up in the citadel, however I don't what am I doing wrong or am I missing a file? FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmCaravanPack.esmClassicPack.esmMercenaryPack.esmFallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmTaleOfTwoWastelands.esmUnethicalDeeds.esmjokristinascloset.esmTribalPack.esmSexout.esmFalloutTTWquestoverhaul.espSexoutSlavery.esmSexoutCommonResources.esmSexoutSoliciting.esmSexoutStore.esmSexoutTryout.esmSexoutWorkingGirl.espSexoutPregnancyV3.esmSexoutOffSpring.esmFertile Breeder.espFBFarm.espFBCaptured.espVanessaFollowerNV.esmttw_wildwasteland.espTTWOptions.espTTW_StashPackOptions.espTTW_StartupMenu.espTTW_SpeechChecks.espTTW_OutcastTrading.espTTW_NoKarmaDCFollowers.espTTW_Reputation.espTTW_AnchorageCustomization.espSexoutKennel.espSexoutSexkey.espSexoutSex.espI5K-TVReplacerLPtopless.espCatPaws 2.0.espContinueAfterEnding.espEasyCaravan.espSexoutZAZ.espdragongirl.espsexysleepwearnr.espsexysleepwear.espKozzz_dresses(EN).espKozzz_LC(en).espKozzz_SC(en).espKozzz_SexyClothingsVol2(en).espNVRefugee Outfits.espRoberts_NewVegas.espKDC_Companions_Removable_Armors.espmerccustom.espArcadesNightwearNV.espGhost Variants Adjutant.espGhost Variants Safe.espGhost Variants.espSexoutSoliciting-DLC.espSexoutSpunk.espSexout-Wear-And-Tear.espThe Mod Configuration Menu.espSexout-Amra.espSexoutPosNew.espSunnyCompanion.espRaiderChains.espHacksawM249.espsexoutVanessa.esp Link to comment
Doombot7 Posted September 29, 2015 Share Posted September 29, 2015 Love this mod, i'd really like to see an option in the vault 101 for the Female player and Amatha (after some persuasion) give themselves to the Tunnel snakes, it kinda irkes me that you can offer the PC or convince Amatha but not both. Link to comment
PHOTIGOMS Posted September 30, 2015 Share Posted September 30, 2015 appeared Sexout for Fallout 3. Will adapt for Fallout 3? I mean FalloutTTWquestoverhaul Link to comment
PHOTIGOMS Posted October 1, 2015 Share Posted October 1, 2015 Это было бы невозможно. Why impossible? Sexout for Fallout 3 already! Link to comment
Loogie Posted October 1, 2015 Author Share Posted October 1, 2015 Three reasons: 1: The New Vegas script extender is more advanced than the Fallout 3 script extender, and the overhaul uses a lot of these features. 2: There are a lot of assets used in it that are from New Vegas. 3: TTW sets up Fallout 3 to be an NV mod. All the references from the overhaul would need to be changed by hand to point at the Fallout 3 versions. Link to comment
PHOTIGOMS Posted October 1, 2015 Share Posted October 1, 2015 The same is said of Sexout. But however, made for Fallout 3 with FOSE. Link to comment
Loogie Posted October 1, 2015 Author Share Posted October 1, 2015 And it lacks a lot of the features of the NV version as a result. If it's so easy to port, you waste dozens of hours of your time doing it if it's what you want to see. Tomm, Panthercom and I don't have much free time, and making this work with Fallout 3 - if it was possible, which it isn't - would take longer than actually making it took. Link to comment
Vidust Posted October 4, 2015 Share Posted October 4, 2015 I just finished The Waters of Life, and the SO quest A Friend in Need from this mod is still unresolved. It says "Enter Project Purity", which I did, I did the whole bit with going to Evergreen Mills to get the mutants to leave Project Purity... but then the quest didn't complete. Is there more or something? Thanks. Link to comment
duckbills Posted October 18, 2015 Share Posted October 18, 2015 Any chance you could make the mutant & raider scanner console spam an MCM option? I prefer to try to keep my console fairly clean. Also, it seems like the scanners report the player as "having sex" any time the player is detected to be in NV & not DC worldspace, which is a bit misleading. I'd thought something had gone wrong somewhere down the line, but as soon as I exited Columbus Square & went back into the normal DC worldspace things went back to normal. I'll probably just turn those scanners off when I'm in the NV worldspace next time, but it tripped me up for a bit so I figured I'd mention it. Link to comment
fred200 Posted October 18, 2015 Share Posted October 18, 2015 Well - some of us (like me) never did figure out what the Mutant and Raider scanners were for - or what they did. Link to comment
duckbills Posted October 19, 2015 Share Posted October 19, 2015 I assumed they were like the Tryout scanners, where the affected party would attempt to approach the player if they pass a condition. I'm pretty sure that's happened to me before, anyway. In any case, forgot about Tomm's goodbye post, whatever. Link to comment
cecik Posted October 19, 2015 Share Posted October 19, 2015 I assumed they were like the Tryout scanners, where the affected party would attempt to approach the player if they pass a condition. I'm pretty sure that's happened to me before, anyway. In any case, forgot about Tomm's goodbye post, whatever. That's exactly what the scanners are for. They 'scan' the active cell if there are (in this case) raiders or mutants nearby and if so, it will make them approach the player to ask (well, this case 'demand') the player for sex Link to comment
Clairvauxr Posted January 2, 2016 Share Posted January 2, 2016 Dear community , how do you initiate the quest in germantown hq building, i believe have a load order problem, the mutants apparently prefer myself visibly dead. due to my lack of knowledge in modding, i have only attempted to look through the load order via FNVedit to see potential conflicts, i was able to identifly TTW reputations.esp which modifies one of the QUEST entry , genericsupermutant, unchecking this plugin in later with FOMM did not solve the hostility issue. Note: Supermutant Jailer is hostile , i have attempted using sexout assault and unethical deeds to force the mutants on myself in order to allow sexout spunk to provide a 'faction' smell which temporarily alleviates the ''shoot to kill/on sight' idealogy'' by the mutants, but even when supermutant jailer is 'non-hostile' i wasn't able to initiate the quest Note: i do have supermutant rebalance that was provided by TTW installations primarily ,TTWoptions, which provided an MCM menu for various ... unchecking the supermutant rebalance via mcm, prior entering the building = a dead pc. Note: TTW Merged Patch at the end does not include any sexout plugins. Load Order : FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm CaravanPack.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm taleoftwowastelands.esm More Perks.esm Sexout.esm SexoutSlavery.esm NevadaSkies.esm SexoutCommonResources.esm SexoutPregnancyV3.esm SexoutOffSpring.esm SexoutTryout.esm SexoutWorkingGirl.esp Fertile Breeder.esp FalloutTTWquestoverhaul.esp RHKBrisaAlmodovar.esm TTWFixes.esm UnethicalDeeds.esm NVWillow.esp Project Nevada - Core.esm Project Nevada - Equipment.esm Project Nevada - Rebalance.esp Project Nevada - Cyberware.esp TTW Redesigned.esm Lings.esm Project Beauty.esm SexoutDrugging.esm FBCaptured.esp FBZeta.esp Mart's Mutant Mod.esm MoiraCompanion.esm AEVegas.esm StreetLights.esm Weapons.of.the.New.Millenia.esm AWorldOfPainFO3.esm TTWInteriors_Core.esm TTWInteriorsProject_Combo.esm EnclaveCommanderNV.esm TTWOptions.esp SexoutSpunk.esp TTW_NoKarmaDCFollowers.esp TTW_Reputation.esp Project Nevada - Honest Hearts.esp Project Nevada - Old World Blues (No Cyberware).esp Project Nevada - Dead Money.esp Project Nevada - Lonesome Road.esp Project Nevada - Gun Runners' Arsenal.esp NevadaSkies - TTW Edition.esp Sexout-Amra.esp SexoutPosNew.esp NVRefugee Outfits.esp RaiderChains.esp SexoutTTWEncounters.esp RHKBrisaAlmodovar - Custom - Lings.esp RHKSeatActivationFix.esp TTW - Fellout.esp UnlimitedCompanions.esp populatedcasino.esp EVE FNV - ALL DLC.esp Project Nevada - EVE All DLC.esp The Weapon Mod Menu.esp SexoutLust - anyHUD.esp tiesthatbind.esp Sprint.esp More Perks - EVE compatibility patch.esp More Perks Patch.esp More Perks 2.94b patch.esp TTW EVE + TTW Redesigned.esp TTW EVE + Project Beauty.esp Sexout-Wear-And-Tear.esp vaultgirl.esp TTW Merged Patch - More Perks.esp The Mod Configuration Menu.esp SexoutSex.esp Safe ShowRaceMenu_Console.esp PracticeMakesPerfect.esp SexoutSexAssault.esp PerkEveryLevel.esp MMM - TTW Reputation Patch.esp aMo.esp dD - Enhanced Blood Main NV.esp DYNAVISION 3.esp weapons.of_.the_.new_.millenia.ttw_.unified.distribution.esp ae86seiryuushort.esp QS_Blackwolf_NV_Backpackmod.esp UrgeWasterScarf.esp BabyDoll.esp CASM with MCM.esp bzArmour.esp DEagle.esp TTW Merged Patch.esp Total active plugins: 104 Total plugins: 109 Link to comment
wcoditwgth Posted January 2, 2016 Share Posted January 2, 2016 You've got to finish the "Making Friends" quest first. That quests makes all the super mutants in DC friendly. This goes for all the quests in the super mutant tree for a female PC. On a side request, I'm curious if anyone knows how to properly add more individuals to the list of people you can offer to the super mutants. I added some new additions on my own by basically copying and editing the scripts and quests/dialogue necessary to do so, but somehow broke the conversation tree for offering Amata (as in, the super mutants do nothing or decide to take a certain companion if she is near the area). Any tips anyone? Link to comment
Vroly1 Posted January 11, 2016 Share Posted January 11, 2016 Hey guys, I see that this has New Vegas as a master file. I'm assuming there's some kind of workaround to this seeing that this mod seems to be aimed more towards Fallout 3, but I don't know. Link to comment
panthercom Posted January 11, 2016 Share Posted January 11, 2016 The answer is in the name 'TTW' Quest Overhaul - TTW = Tale of Two Wastelands is a requirement. Hey guys, I see that this has New Vegas as a master file. I'm assuming there's some kind of workaround to this seeing that this mod seems to be aimed more towards Fallout 3, but I don't know. Link to comment
ByakuyaKuchiki91 Posted February 9, 2016 Share Posted February 9, 2016 Not sure if anyone's mentioned this yet...but in my game...I was knocked unconscious and Sydney was captured by Super Mutants. Where do I go to rescue her? Link to comment
Guest Jenova23 Posted February 23, 2016 Share Posted February 23, 2016 I can't uninstall this mod without crashing on the loading screen. I've tried deleting all my saves, but nothing works. Link to comment
cecik Posted February 23, 2016 Share Posted February 23, 2016 I can't uninstall this mod without crashing on the loading screen. I've tried deleting all my saves, but nothing works. Crashing un start-up/loading screens usually means Missing Masters or wrong load order. Try loading your game in FNVEdit and fix and errors/warnings. Link to comment
Guest Jenova23 Posted February 25, 2016 Share Posted February 25, 2016 I can't uninstall this mod without crashing on the loading screen. I've tried deleting all my saves, but nothing works. Crashing un start-up/loading screens usually means Missing Masters or wrong load order. Try loading your game in FNVEdit and fix and errors/warnings. I wasn't aware of a mod it was dependent on, my mistake. Link to comment
Vemm Posted February 27, 2016 Share Posted February 27, 2016 Not sure if anyone else had an issue with the Freddy rescue mission but I think something like AWOP may have wrote over the script. Then again I was digging around in the EvergreenMills scripts and noticed a " ==1 " which I changed to " == 1 " not sure if a space is critically important in scripting. After I added the space, recompiled all the scripts (Don't even ask me if I know what I'm doing), made it into a plugin, and shoved it at the end of my load order the mission worked perfectly fine. If this /is/ a major bug, then I guess I'm submitting a bug report? Or at least giving a template for others to fix the issue (or issues like it, I had to GECK my way through SuperDuper Mart with TTW itself). I have a standard TTW plugin fix for Freddy but I really don't know what I'm doing so not sure how much of a faux pas recompiling all scripts from the loaded plugins is. Either way, just in case people run into the same issue and want to get around it the script that has the noted wording is the "EvergreenMillsFenceGate01Script". The section looks like if (doOnce == 0) if (EvergreenMillsElectricBoxREF.getDestroyed == 1) If getquestrunning aamutantaftermq05 ==1 EvergreenMillsBehemoth01REF.addscriptpackage aamutantaftermq05FreddyDialogue EvergreenMillsFenceGate01REF.setOpenState 1 The conversation isn't that big of a deal so I recommend running the console commands to force complete that stage of the quest (Can get the ID from FNVEdit I think or the GECK). EDIT: Looking at a lot of other scripts it seems like this isn't an issue. Seems like the solution to any scripted issues is to either fix the load order or load up an esp with all the scripts related to the content that's not running properly and stick it at the end of the load order. Not sure if the second method will cause issues if the ESP is then uninstalled after getting past the issue or not. Link to comment
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