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FalloutTTW QuestOverhaul


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Posted (edited)

I suppose the mod is not been updating to work with TTW 3.3 but i often get some partial invisible Super Mutants where you see the armor but not the body and head . I can guarantee is related to this mod because i disabled it and super mutants are fixed. Also, i loaded the mod in FNVedit and found some "combat styles" entries related to NPCs and if i am correct AI mods need to be complete avoided in TTW so i think it could cause problems.

 

Any ideas if removing the super mutant related stuff in FNVEDIT will cause any trouble?. Normal human sex encounters work fine in my end.

 

Still thank you for the mod. :)

Edited by Atreides__
Posted
2 hours ago, Atreides__ said:

I suppose the mod is not been updating to work with TTW 3.3 but i often get some partial invisible Super Mutants where you see the armor but not the body and head . I can guarantee is related to this mod because i disabled it and super mutants are fixed. Also, i loaded the mod in FNVedit and found some "combat styles" entries related to NPCs and if i am correct AI mods need to be complete avoided in TTW so i think it could cause problems.

 

Any ideas if removing the super mutant related stuff in FNVEDIT will cause any trouble?. Normal human sex encounters work fine in my end.

 

Still thank you for the mod. :)

 

So TTWQO is 3.3 compatible? Incredible!

 

About the weird super mutant, maybe you can use this mod:

Last time I run it with TTW 3.2, it worked for the most part,

except Uncle Leo...

 

I remembered someone mentioned what's causing this issue, something relate to skeleton, perhaps?

This happened since they updated ttw to 3 series, and many mod made for ttw 2.9 will run into issues.

Posted
1 hour ago, suaowilliam said:

 

So TTWQO is 3.3 compatible? Incredible!

 

About the weird super mutant, maybe you can use this mod:

Last time I run it with TTW 3.2, it worked for the most part,

except Uncle Leo...

 

I remembered someone mentioned what's causing this issue, something relate to skeleton, perhaps?

This happened since they updated ttw to 3 series, and many mod made for ttw 2.9 will run into issues.

 

This patch fix the super mutant issue. I will continue and see if i get another issues. 

 

Thank you very much!

Posted
6 hours ago, suaowilliam said:

 

So TTWQO is 3.3 compatible? Incredible!

 

About the weird super mutant, maybe you can use this mod:

Last time I run it with TTW 3.2, it worked for the most part,

except Uncle Leo...

 

I remembered someone mentioned what's causing this issue, something relate to skeleton, perhaps?

This happened since they updated ttw to 3 series, and many mod made for ttw 2.9 will run into issues.


 Pretty sure I fixed Uncle Leo(and fawkes) already, I forgot to edit his skeleton to use the vanilla one which is what makes Sexout recognize that the actor is valid, if I missed some I can easily fix. also the mutants being invisible is because you can have more one nif model associated(in this case I think it had the base body + clothes but I think they changed to one specific model or a different set) I just made it that it used the same nif files that 2.x used.

  • 2 months later...
Posted
On 3/9/2022 at 2:32 PM, Atreides__ said:

 

This patch fix the super mutant issue. I will continue and see if i get another issues. 

 

Thank you very much!

Sorry for the necro post but did you ever encounter issues using this mod for ttw 3.3? I'm planning on giving it a try but wanted to be sure this mod still worked.

  • 4 weeks later...
Posted
On 6/8/2022 at 5:02 AM, tlrd said:

Sorry for the necro post but did you ever encounter issues using this mod for ttw 3.3? I'm planning on giving it a try but wanted to be sure this mod still worked.

 

Sorry for not answering but i did not notice the post. I didn't have any big issue with it so far. Certainly, it has bugs but it works.

  • 3 weeks later...
Posted
On 7/21/2022 at 10:46 PM, Ei-the-waifu said:

is there any dlc content in the quest overhaul, like anything with zeta or the pitt

 click the "what it does" drop down and it will tell you exactly what youre asking

 

  • 4 months later...
Posted
On 3/9/2022 at 7:44 PM, x3kmak said:


 Pretty sure I fixed Uncle Leo(and fawkes) already, I forgot to edit his skeleton to use the vanilla one which is what makes Sexout recognize that the actor is valid, if I missed some I can easily fix. also the mutants being invisible is because you can have more one nif model associated(in this case I think it had the base body + clothes but I think they changed to one specific model or a different set) I just made it that it used the same nif files that 2.x used.

@x3kmak can you help 

Posted

Hey, does anyone know how to reset certain faction specific data? I'm playing a High Karma run, and I accidentally shot a Talon Company merc multiple saves ago. I want to go back to how it was before, but have no idea how to do that beside reloading a save from multiple levels back. Please help, thanks

  • 2 weeks later...
Posted
On 3/9/2022 at 10:26 AM, Atreides__ said:

I suppose the mod is not been updating to work with TTW 3.3 but i often get some partial invisible Super Mutants where you see the armor but not the body and head . I can guarantee is related to this mod because i disabled it and super mutants are fixed. Also, i loaded the mod in FNVedit and found some "combat styles" entries related to NPCs and if i am correct AI mods need to be complete avoided in TTW so i think it could cause problems.

 

Any ideas if removing the super mutant related stuff in FNVEDIT will cause any trouble?. Normal human sex encounters work fine in my end.

 

Still thank you for the mod. :)

 

On 3/9/2022 at 12:52 PM, suaowilliam said:

 

So TTWQO is 3.3 compatible? Incredible!

 

About the weird super mutant, maybe you can use this mod:

Last time I run it with TTW 3.2, it worked for the most part,

except Uncle Leo...

 

I remembered someone mentioned what's causing this issue, something relate to skeleton, perhaps?

This happened since they updated ttw to 3 series, and many mod made for ttw 2.9 will run into issues.

 

On 3/9/2022 at 2:32 PM, Atreides__ said:

 

This patch fix the super mutant issue. I will continue and see if i get another issues. 

 

Thank you very much!

 

On 3/9/2022 at 7:44 PM, x3kmak said:


 Pretty sure I fixed Uncle Leo(and fawkes) already, I forgot to edit his skeleton to use the vanilla one which is what makes Sexout recognize that the actor is valid, if I missed some I can easily fix. also the mutants being invisible is because you can have more one nif model associated(in this case I think it had the base body + clothes but I think they changed to one specific model or a different set) I just made it that it used the same nif files that 2.x used.

 

On 6/7/2022 at 11:02 PM, tlrd said:

Sorry for the necro post but did you ever encounter issues using this mod for ttw 3.3? I'm planning on giving it a try but wanted to be sure this mod still worked.

 

On 7/3/2022 at 9:32 AM, Atreides__ said:

 

Sorry for not answering but i did not notice the post. I didn't have any big issue with it so far. Certainly, it has bugs but it works.

@Atreides__ @tlrd @x3kmak @suaowilliam if true then what is this? (specifically, the first attached file)

falloutnv_error.log falloutnv_havok.log jip_ln_nvse.log JohnnyGuitarNVSE.log mcm.log nvac.log nvse.log nvse_extender.log nvse_loader.log nvse_steam_loader.log NVTF.log ttw_nvse.log

Posted
On 12/5/2022 at 3:11 AM, Jessubmissive said:

Hey, does anyone know how to reset certain faction specific data? I'm playing a High Karma run, and I accidentally shot a Talon Company merc multiple saves ago. I want to go back to how it was before, but have no idea how to do that beside reloading a save from multiple levels back. Please help, thanks

I'm still hoping for an answer. I really like this current playthrough, and don't want to have to restart just because Talon company attacks me on sight now

Posted
On 12/20/2022 at 7:50 PM, Jessubmissive said:

I'm still hoping for an answer. I really like this current playthrough, and don't want to have to restart just because Talon company attacks me on sight now

I am confused. Inevitably, I find my player stumbling into 'good' when I attempt to maintain neutral karma. After that happens, Talon attacks. How can you have high, good, positive, karma without Talon attacking?

Posted (edited)

While doing the "Stealing the Independence" quest with Sidney while changeing the location I suddenly got a fade to black and a message that Sidney was taken away by some mutants maybe to Vault 87.

I think this comes from this mod? Or not?

This is realy anoying because I am not very far in the game, never dealt with the super mutants nor have a clue where Vault 87 is. So this came absolutely out of nothing. I reloaded a older save,

But before I keep on playing, it would be helpfull to know the consequences of this event, and maybe how to avoid it till I am further in the game.

 

[Edit]

Found the message in the GECK, it is this mod, which does this. The message is called SidneyDead!!!

So ... [deep breath]

WTF is this???

Killing a companion without a warning!? Without a clue!? Just for fun???

Why do you do this?

 

I haven't found the script which trigger this BS but I keep on searching ... so I can deactivate it ...

 

 

AND ...

 

The Mod here is Version 1.14 from 2017

Over an the TTW page there ist a FalloutTTWQuestOverhaul patched for 3.2.rar from 2019

Which one should I use?

Edited by Swyke
Posted
11 hours ago, pihwht said:

After that happens, Talon attacks. How can you have high, good, positive, karma without Talon attacking?

If I'm not mistaken, (which I absolutely could be. I am not very smart with mods and I am just assuming this is the one that does it,) this mod adds options to avoid conflict with them by letting them fuck you. That was definitely an option for me in the first encounter, but after I accidentally shot one, they just turned fully hostile, and there's no way I've found to reset it

Posted
8 hours ago, Swyke said:

 

The Mod here is Version 1.14 from 2017

 

Over an the TTW page there ist a FalloutTTWQuestOverhaul patched for 3.2.rar from 2019

Which one should I use?

 

3.2 stands for TTW 3.2, 

it's just a patch for this mod to run under TTW3.2,

won't even function without the mod here, I think.

Posted
21 hours ago, Swyke said:

While doing the "Stealing the Independence" quest with Sidney while changeing the location I suddenly got a fade to black and a message that Sidney was taken away by some mutants maybe to Vault 87.

I think this comes from this mod? Or not?

This is realy anoying because I am not very far in the game, never dealt with the super mutants nor have a clue where Vault 87 is. So this came absolutely out of nothing. I reloaded a older save,

But before I keep on playing, it would be helpfull to know the consequences of this event, and maybe how to avoid it till I am further in the game.

 

[Edit]

Found the message in the GECK, it is this mod, which does this. The message is called SidneyDead!!!

So ... [deep breath]

WTF is this???

Killing a companion without a warning!? Without a clue!? Just for fun???

Why do you do this?

 

I haven't found the script which trigger this BS but I keep on searching ... so I can deactivate it ...

 

 

AND ...

 

The Mod here is Version 1.14 from 2017

Over an the TTW page there ist a FalloutTTWQuestOverhaul patched for 3.2.rar from 2019

Which one should I use?

 

Thanks to this post ...

 

On 8/25/2017 at 2:49 PM, Vukodlak said:

I'd like to point out that Sydney being kidnapped after exiting the National Archives(when playing a female LW who decided kill murderous mutants who eat people rather then fuck them) is still here and still a problem. If it led to a quest where you saved her instead of her dying in Vault 87 that might be OKAY but it doesn't it just removes her from the game or some unfathomable reason.

 

Now there are two ways I found to prevent this ahead of time, the first is turn male before starting steeling independence then turn back to female after talking to Sydney the first time.

 

The second is to open up the mod with FNVEdit and delete the script

aams15RotundaKidnapSceneEffectScript

 

So long as she hasn't been kidnapped yet that will prevent it from happening permanently, I personally think the script should be removed from future versions of the mod, does anyone really like the idea of a scripted event where Sydney is kidnapped and killed with you powerless to stop or prevent it because you ignored the screwing man-eating supermutant portion of the mod as a female LW?

 

... I found the quest where the script comes from, which kills Sidney, and disabeled it without deleting. It still should be called in some Topics of this Quest, but why it is called in the Questscript, I dont know. And for now I dont care. Sidney will travel with me till I finish the Independence quest with her.

 

12 hours ago, suaowilliam said:

 

3.2 stands for TTW 3.2, 

it's just a patch for this mod to run under TTW3.2,

won't even function without the mod here, I think.

 

I know. I use TTW 3.3.2. The question was, which one is better to use with TTW3.x. Are there newer or better versions here on LL then the one in the official link or the one on the TTW site?

 

Btw I can post my edit with the Sidney rescue, if someon is interested. But I don't know if it makes new problems.

Posted
19 hours ago, Swyke said:

I know. I use TTW 3.3.2. The question was, which one is better to use with TTW3.x. Are there newer or better versions here on LL then the one in the official link or the one on the TTW site?

 

First, better install this mod then patched it with the 3.2 patch.

It fix the "invisible SM" issue caused by 3.2 and onward.

(The mod worked without the patch, as I recalled. Just have to bear the invisible super mutant and air humping.)

 

Second question, frankly I don't know, this is the only version I know of.

The original mod author already moved on and no longer want to participate this project.

(Someguy named Tomm, probably will ignore or ban you for nagging him about loverslab stuff now?)

 

Loogie just taken the responsibility of maintain this mod, and there's not really big update or new content since then.

(Some other guy tried to make a addon to TTWQO, no longer continued as the newer version of TTW seems broken that addon.)

 

 

As of why killing Sydny if she's not comply, it's really is Tomm's choice, same as decide to make Willow (mod companion) a super mutant cum dump.

Guess he's just got some sadistic side of making female suffer. (Who knows?)

Posted (edited)

So right now - as using MO2 - I am using the Resources and ESP from here, let the ESP override with the prepatched from the offical TTW side and at last let the Supermutants and Goul Fix from here override the Meshes etc. again.

I don't know ... and maybe noone knows, if the Edits made over at the TTW side are made with 1.14 or earlier. Both resources data have a textfile which says: made for 1.09.

 

While on my old TTW instalation (with TTW2.x) I sided with Riders and Supermutants it wasnt possible this time even zu chose it. First Jerico newer showed up in Megaton, so I didnt get the collar, and then at Galaxy News Radio I could befriend with the Supermutants, but after being fucked, the Quest didnt progress, so I make a bit of a Vanilla playtrough.

And as this is so, I cant test big parts of the mod.

 

The edit below is made with the esp from TTW side.

 

It only changes one line in the Questscript fot the aaMS15rotunda quest, which had called the aams15RotundaKidnapSceneEffectScript

 

So, I dont know if this saves Sidney entirely (I found a toppic where the Effectsctipt is called to, but there it seems to make sense) And I dont know if tis breaks something else. SO, IF YOU USE IT, YOU USE IT ON YOUR OWN RISK! DON'T BLAME ME!

 

FalloutTTWquestoverhaul_Sidney_Save_Edit.7z

Edited by Swyke
Posted (edited)
On 12/25/2022 at 7:45 PM, Jessubmissive said:

If I'm not mistaken, (which I absolutely could be. I am not very smart with mods and I am just assuming this is the one that does it,) this mod adds options to avoid conflict with them by letting them fuck you. That was definitely an option for me in the first encounter, but after I accidentally shot one, they just turned fully hostile, and there's no way I've found to reset it

I thought it was Unethical which gave the sex alternative once they had beaten you down.  I definitely get that in my game. This mod does definitely allow you to ally with raiders and super mutants.

Edited by pihwht
Posted
10 hours ago, pihwht said:

I thought it was Unethical which gave the sex alternative once they had beaten you down.

It happened before I got attacked, as a dialogue option in the first talon company encounter where they speak to you before shooting. That's why I'm so confused, because I cant find that option in any of the mods I installed. This was just my best guess because its made for TTW

Posted
On 12/27/2022 at 8:55 AM, Swyke said:

So right now - as using MO2 - I am using the Resources and ESP from here, let the ESP override with the prepatched from the offical TTW side and at last let the Supermutants and Goul Fix from here override the Meshes etc. again.

I don't know ... and maybe noone knows, if the Edits made over at the TTW side are made with 1.14 or earlier. Both resources data have a textfile which says: made for 1.09.

 

While on my old TTW instalation (with TTW2.x) I sided with Riders and Supermutants it wasnt possible this time even zu chose it. First Jerico newer showed up in Megaton, so I didnt get the collar, and then at Galaxy News Radio I could befriend with the Supermutants, but after being fucked, the Quest didnt progress, so I make a bit of a Vanilla playtrough.

And as this is so, I cant test big parts of the mod.

 

The edit below is made with the esp from TTW side.

 

It only changes one line in the Questscript fot the aaMS15rotunda quest, which had called the aams15RotundaKidnapSceneEffectScript

 

So, I dont know if this saves Sidney entirely (I found a toppic where the Effectsctipt is called to, but there it seems to make sense) And I dont know if tis breaks something else. SO, IF YOU USE IT, YOU USE IT ON YOUR OWN RISK! DON'T BLAME ME!

 

FalloutTTWquestoverhaul_Sidney_Save_Edit.7z 472.2 kB · 4 downloads

honesty i dont play as female and i can still romance her?

  • 1 month later...
Posted

Hey is there any way to make yourself hostile against the super mutants after you have befriended them. I have tried the console command "SetPCEnemyOfFaction 0001D1EB 1" but that only seems to effect the super mutants nearby you, all other mutants weirdly seem uneffected. Which is extremely strange as if I was to use that command with any other faction, say the NCR, all NCR in the entire game would become hostile to me. Just I stumbled onto Uncle Leo early in my game, I didn't want to be friends with the super mutants straight away, but now there all pally with me and I met Uncle Leo several levels ago as I didn't realise the super mutants wouldn't attack me since I hadn't ran into any for several in game days *shrugs*

  • 3 weeks later...
Posted

Hello Everyone --

 

Just checking in on a potential bug (in part to see if ti is a bug).  I'm doing the "my baby blue" quest, and I've learned that Shrapnel is the guy I need to see in the Rivet City Market, but I've been there for more than a day, and Shrapnel hasn't shown up. Flak is the only one manning the booth, which I have never seen before. I've also begun looking around the ship and can't find him.

Is Shrapnel just somewhere else, or is this a problem? [I'm playing with TTW 3.3, so compatibility is an issue.]

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