Loogie Posted June 9, 2014 Author Posted June 9, 2014 As a heads up to users, the content I'm adding does things to the side quests. So far there's content for Big Trouble in Bigtown and you can avoid the rotunda fight in Stealing Independence. Â Next release should hopefully have something for Reilly's Rangers.
Guest tomm434 Posted June 9, 2014 Posted June 9, 2014 Oh, and a small heads up if anyone's wondering - We're not abandoning Cruck - almost made new big quest with him, It needs some finishing touches. Can't say anything about release date.
Nomenklacher Posted June 10, 2014 Posted June 10, 2014 Is the supermutant overlord the one you're supposed to talk to near red? I cant seem to get an option to talk to him its just an x. I got options with the one in the kitchen tho. Related question should i be playing on a new save?
Guest tomm434 Posted June 10, 2014 Posted June 10, 2014 Is the supermutant overlord the one you're supposed to talk to near red? I cant seem to get an option to talk to him its just an x. I got options with the one in the kitchen tho. Related question should i be playing on a new save? Yes, he is patrolling near Cell with Red. What do you mean "its just an x"?  New save is not necessary but it is always recommended.
Nomenklacher Posted June 10, 2014 Posted June 10, 2014 The reticle is just an x not the half squares surrounding an x that people with dialogue usually have when you scroll over them.
Guest tomm434 Posted June 10, 2014 Posted June 10, 2014 The reticle is just an x not the half squares surrounding an x that people with dialogue usually have when you scroll over them. Â I understand. You can't activate him, right?
Nomenklacher Posted June 10, 2014 Posted June 10, 2014 Â The reticle is just an x not the half squares surrounding an x that people with dialogue usually have when you scroll over them. Â I understand. You can't activate him, right? Â Â Right, can't activate him.
Guest tomm434 Posted June 10, 2014 Posted June 10, 2014 Ok, I know why that happens. I'll try to fix it right now. Â Meanwhile try cliclking on him and typing "startconversation player 000000c8"
jaam Posted June 10, 2014 Posted June 10, 2014  Unfortunately, it seems that doing it a second time brought back the issue. I am getting peeved  yes, that didn't work for me also   Turns out the problem is not your mod. It is TTW that cannot load into GECK without the removed DLC.
Guest tomm434 Posted June 11, 2014 Posted June 11, 2014   Unfortunately, it seems that doing it a second time brought back the issue. I am getting peeved  yes, that didn't work for me also   Turns out the problem is not your mod. It is TTW that cannot load into GECK without the removed DLC.   Yeah. Because I have another pluign for vanilla FalloutNW now and I accidently added packs as masters again. Simple "clean up" in FNVedit solved the problem.
Guest tomm434 Posted June 11, 2014 Posted June 11, 2014 You deleted the .nam files from your data folder ? Â After the second time, yes ^). I wish I knew about that from the start. Â
nyaalich Posted June 11, 2014 Posted June 11, 2014 It's magical. If there were only some way to get rid of default.esp from being created no matter what. : P
jaam Posted June 11, 2014 Posted June 11, 2014 By the way the bug is not in TTW, it is in the GECK Your plugin references (and auto select) TTW which itself references GunRunnerArsenal which is not auto selected. Only first level references are auto selected by the GECK (where the Runtime would have auto selected it thanksfully). The cure is to select GunRunnerArsenal everytime you want to load your esp in GECK. There is no point in removing it from your masters has it will be required by TTW anyway. Â
Guest tomm434 Posted June 11, 2014 Posted June 11, 2014 I heard that they are optional from TTW 2.0  THE PREORDER PACKS ARE NOW OPTIONAL http://taleoftwowastelands.com/content/ttw-20-out  You mean that they use GunRunnersArsenal and all courier packs anyway?
nyaalich Posted June 11, 2014 Posted June 11, 2014 They used to have the pre-order packs as required masters. In fact, a few mods made for TTW have had them accidentally included as required masters since the author wasn't aware that the requirement had been removed.  @jaam: I mean how if you delete default.esp, opening the GECK immediately creates it again.
Guest tomm434 Posted June 11, 2014 Posted June 11, 2014 They used to have the pre-order packs as required masters. In fact, a few mods made for TTW have had them accidentally included as required masters since the author wasn't aware that the requirement had been removed.  @jaam: I mean how if you delete default.esp, opening the GECK immediately creates it again.  So, they used to have. But they deleted them. But I don't know what jaam means by saying that TTW references these packs.
jaam Posted June 11, 2014 Posted June 11, 2014 not all but GunRunnerArsenal is still listed in the masters. And I don't have a default.esp anywhere Maybe it's something specified in one of the .ini files. Â
Guest tomm434 Posted June 11, 2014 Posted June 11, 2014 And I don't have a default.esp anywhere Maybe it's something specified in one of the .ini files. Â Me too.
shardoom Posted June 11, 2014 Posted June 11, 2014 GRA isn't a pre-order pack. It is required for TTW. Â Only the pre-order packs are optional, Caravan, classic, mercenary and tribal stash packs.
Loogie Posted June 14, 2014 Author Posted June 14, 2014 not all but GunRunnerArsenal is still listed in the masters. And I don't have a default.esp anywhere Maybe it's something specified in one of the .ini files. GRA is required DLC for TTW, it's not a pre-order pack.
toastman3 Posted June 21, 2014 Posted June 21, 2014 Can you consider something with dukov? Maybe be his new girl after escorting one of them to rivet city. Oh and animations with Gomez and Butch (Amata sequence was fine.) Didn't work.
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