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FalloutTTW QuestOverhaul


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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

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  • 2 weeks later...
  • 3 weeks later...

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.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
TaleOfTwoWastelands.esm
UnethicalDeeds.esm
jokristinascloset.esm
TribalPack.esm
Sexout.esm
FalloutTTWquestoverhaul.esp
SexoutSlavery.esm
SexoutCommonResources.esm
SexoutSoliciting.esm
SexoutStore.esm
SexoutTryout.esm
SexoutWorkingGirl.esp
SexoutPregnancyV3.esm
SexoutOffSpring.esm
Fertile Breeder.esp
FBFarm.esp
FBCaptured.esp
VanessaFollowerNV.esm
ttw_wildwasteland.esp
TTWOptions.esp
TTW_StashPackOptions.esp
TTW_StartupMenu.esp
TTW_SpeechChecks.esp
TTW_OutcastTrading.esp
TTW_NoKarmaDCFollowers.esp
TTW_Reputation.esp
TTW_AnchorageCustomization.esp
SexoutKennel.esp
SexoutSexkey.esp
SexoutSex.esp
I5K-TVReplacerLPtopless.esp
CatPaws 2.0.esp
ContinueAfterEnding.esp
EasyCaravan.esp
SexoutZAZ.esp
dragongirl.esp
sexysleepwearnr.esp
sexysleepwear.esp
Kozzz_dresses(EN).esp
Kozzz_LC(en).esp
Kozzz_SC(en).esp
Kozzz_SexyClothingsVol2(en).esp
NVRefugee Outfits.esp
Roberts_NewVegas.esp
KDC_Companions_Removable_Armors.esp
merccustom.esp
ArcadesNightwearNV.esp
Ghost Variants Adjutant.esp
Ghost Variants Safe.esp
Ghost Variants.esp
SexoutSoliciting-DLC.esp
SexoutSpunk.esp
Sexout-Wear-And-Tear.esp
The Mod Configuration Menu.esp
Sexout-Amra.esp
SexoutPosNew.esp
SunnyCompanion.esp
RaiderChains.esp
HacksawM249.esp
sexoutVanessa.esp

 

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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.

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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.

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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.

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  • 2 weeks later...

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.

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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

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  • 2 months later...

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
 
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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?

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  • 2 weeks later...

 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.

 

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  • 4 weeks later...
  • 2 weeks later...

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.

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Guest Jenova23

 

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.

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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.

 

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