JerseyWalrus Posted July 1, 2014 Posted July 1, 2014 Ahaha when I read that you can "comfort" amata, coupled with the chance to bed Lucy West with SexoutTTW (something I've wanted to do since I first met her), I was all for making a male PC player Now I have motivation to complete Moira's quest faster now. Can't wait for more additions and to see that BoS encounter. Let me guess: ...Sarah Lyons is in it? Tell me your secrets wise one ( '-')
Insidiator Posted July 2, 2014 Posted July 2, 2014 Excellent! The fix fixed everything. Thanks! No bugs to report, either. Everything seems to work as intended.
joeyjoejoeshabidoo Posted July 5, 2014 Posted July 5, 2014 How do I convince the super mutants to leave Project Purity? I've got a quest marker point to the middle of the museum and gift shop but unlike the Bigtown/Sydney/GNR encounters there's no named mutant to talk to, the marker just points to nothing. I tried talking to every generic super mutant in there but they all have the the same generic dialogue. Also if this mod is being expanded there is definitely potential for the antagoniser, no queen ant so she'd have to be getting ant eggs some other way...
Guest tomm434 Posted July 5, 2014 Posted July 5, 2014 How do I convince the super mutants to leave Project Purity? I've got a quest marker point to the middle of the museum and gift shop but unlike the Bigtown/Sydney/GNR encounters there's no named mutant to talk to, the marker just points to nothing. I tried talking to every generic super mutant in there but they all have the the same generic dialogue. Now that's interesting. Do me a solid and make a debug file. Load the save with the issue and type in console con_scof FalloutTTWLog1 showquestvars xx0196a0 where xx is the load order of the mod (which is also shown in console) The you'll se a new file "FalloutTTWLog1" in your Fallout folder. Pack it in rar and upload here please.
Ya_akira Posted July 5, 2014 Posted July 5, 2014 How do I convince the super mutants to leave Project Purity? I've got a quest marker point to the middle of the museum and gift shop but unlike the Bigtown/Sydney/GNR encounters there's no named mutant to talk to, the marker just points to nothing. I tried talking to every generic super mutant in there but they all have the the same generic dialogue. Also if this mod is being expanded there is definitely potential for the antagoniser, no queen ant so she'd have to be getting ant eggs some other way... When i had played I had to speak to one of the supermutants on the main floor. not in the area you turn the project on, outside, or in the underground.
jaam Posted July 5, 2014 Posted July 5, 2014 How do I convince the super mutants to leave Project Purity? I've got a quest marker point to the middle of the museum and gift shop but unlike the Bigtown/Sydney/GNR encounters there's no named mutant to talk to, the marker just points to nothing. I tried talking to every generic super mutant in there but they all have the the same generic dialogue. Now that's interesting. Do me a solid and make a debug file. Load the save with the issue and type in console con_scof FalloutTTWLog1 showquestvars xx0196a0 where xx is the load order of the mod (which is also shown in console) The you'll se a new file "FalloutTTWLog1" in your Fallout folder. Pack it in rar and upload here please. in console, just type SCOF. con_scof is the name of the function once imported by NVSE.
Guest tomm434 Posted July 5, 2014 Posted July 5, 2014 in console, just type SCOF. con_scof is the name of the function once imported by NVSE. I like to keep things simple . I still use "Scriptname" instead of "scn" because it feels right.
joeyjoejoeshabidoo Posted July 7, 2014 Posted July 7, 2014 Do you still want me to upload a file if I've already completed the quest?
Guest tomm434 Posted July 7, 2014 Posted July 7, 2014 Do you still want me to upload a file if I've already completed the quest? How did you solve the problem?
joeyjoejoeshabidoo Posted July 8, 2014 Posted July 8, 2014 Do you still want me to upload a file if I've already completed the quest? How did you solve the problem? Loaded a save from before trying to talk to them and just used the killall command to do it the normal way.
jerrydrake Posted July 8, 2014 Posted July 8, 2014 Hello, I'm playing TTW since long time now. I would like to maintain my enemy state with the super mutants but I love other aspects of the mod. The problem is that the mod changed all dc super mutants to neutral. It's there the possibility to return them hostile? I tried to change reputation by console but, even if in my pipboy they are listed as vilified, the ones I meet are neutral...any suggestion?
Guest tomm434 Posted July 8, 2014 Posted July 8, 2014 Do you still want me to upload a file if I've already completed the quest? How did you solve the problem? Loaded a save from before trying to talk to them and just used the killall command to do it the normal way. Okay. it's a shame you didn't post a log. Your savegame might be broken and you might not receive new mutant content in the future. jerrydrake, yep, they should be hostile. They won't be if you using the save from the first verson of the mod(before 1.05 I think) because reputation system works only from new game. I think command SetPCEnemyOfFaction should help(because I have condition for it) Try typuing it in console with faction number on the end. http://geck.bethsoft.com/index.php?title=SetPCEnemyOfFaction Try "SetPCEnemyOfFaction XX01D1EB 1" where XX is load order of Fallout.esm(00) or Fallout3(usually 06) and wait 5 seconds.
Loogie Posted July 9, 2014 Author Posted July 9, 2014 So... far an upcoming update, I've just given two characters about twice as many dialog lines than they have in vanilla Fallout 3.
pr0nsax Posted July 10, 2014 Posted July 10, 2014 The big town quest bugged out for me until I turned off some options in sexout spunk (well basically I turned off all options until the event was done). When I told Red that Bittercup and Kimba agreed, the mutants arrive and starts shooting at everyone. After the townspeople are dead (including the girls), Cliff seemed to progress with the quest script, but that didn't exactly help all the dead towns people.I'm using ttw 2.6.3a, and the latest releases of Sexout and spunk. EDIT: Just remembered I had two issues. The one above was solved by moving the questoverhaul esm close to the bottom. After that I had a bug that the following sex didn't proceed as it should have, the mutants had sex once but that was it. _That_ bug got fixed by turning off the options in spunk.
Guest tomm434 Posted July 10, 2014 Posted July 10, 2014 So you've got 2 bugs fixed now? 1)Besided spunk you might use some mutant overhaul mods. Are you sure you don't use them? 2) latest sexout means the version from 29 of june?
pr0nsax Posted July 11, 2014 Posted July 11, 2014 So you've got 2 bugs fixed now? 1)Besided spunk you might use some mutant overhaul mods. Are you sure you don't use them? 2) latest sexout means the version from 29 of june? Yes, it worked out in the end. This is my current loadout (the previous one had the questoverhaul on mod index 48) 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 TTWFixes.esm streetlights.esm TTWInteriors_Core.esm TTWInteriorsProject_Combo.esm TTWInt_FollowerGoHome.esm Sexout.esm SexoutCommonResources.esm SexoutSlavery.esm SexoutLegion.esm Companion Core.esm RobCo Certified.esm rePopulated Wasteland.esm SexOutScorpionsGangBase.esm UWHNV-Core.esm jokristinascloset.esm Project13 - Populated Wasteland.esm Lings.esm lingsfinerthings.esm JIP Companions Command & Control.esp TTWIntMojaveExpressBoxes_Combo.esp TTW_NoKarmaDCFollowers.esp TTW - Fellout.esp TTW_SuperMutantRebalance.esp TTW_SpeechChecks.esp TTW_OutcastTrading.esp TTW_MoreCookingItems.esp TTW_Reputation.esp TTW_Bobbleheads.esp TTW_AnchorageCustomization.esp The Mod Configuration Menu.esp PracticeMakesPerfect.esp SPECIALforPMP.esp XFO - 4bb - Perks - Two Perks Per Level.esp More Perks.esp Better Tag Skills.esp Supercharged Traits.esp UnlimitedTraits.esp BoostedSkills.esp Sprint Mod.esp Type3 Leather Armors.esp NVT3Tattered Suits.esp DeadMoneyFemaleTuxedo.esp josexysleepwear.esp WastelandFreelancer.esp bzArmour.esp TTWHOMESWEETHOME.esp ttwspeechchecks.esp TTW_StashPackOptions.esp pre-war_money.esp ttw_plot_convergence.esp ttw_unity_lone_courier.esp Mart's Mutant Mod - Increased Spawns.esp Mart's Mutant Mod - Zones Respawn.esp TTW Perk Overhaul.esp TTW_Companions_Essential.esp Busworld.esp ttw_bospatrols.esp AL Black Corsetry and Blanc dress.esp Liberty Loft.esp UHNV.esp UHNV-Honest Hearts.esp UHNV-Dead Money.esp UHNV-Lonesome Road.esp populatedcasino-medium.esp UHNV-OWB.esp UHNV-Brighter Lighting.esp UHNV-More Mannequins.esp UWHNV-Addon-DLC.esp UWHNV-Addon-GRA.esp UWHNV-Addon-FollowerHome.esp MiniHideout.esp Cerulean Robotics Playerhome.esp GoodspringsPlayerHome.esp Armored PA Gloves.esp QS_Blackwolf_NV_Backpackmod.esp RobCo Certified Friendly Hit Fixer.esp SmallerTalk.esp Sarah Lyons Companion.esp Sexout Certified.esp Sexout Rufus Fix.esp SexOutScorpionsGangWHU.esp SexoutSexkey.esp SexoutSex.esp SexoutSexAssault.esp SexoutZAZ.esp SexoutPositioning.esp SexoutDogSexTTW.esp SexoutRapeGame.esp SexoutHookupsAlt.esp SexoutFiends.esp SexoutKhans.esp SexoutKings.esp SexoutNCR.esp SexoutPowderGangers.esp SexoutWorkingGirl.esp SexoutSpunk.esp SexoutYield.esp SexoutDrugs.esp SexoutDiscounts.esp SexoutConsequences.esp SexoutBangatron.esp SexoutTTWEncounters.esp FalloutTTWquestoverhaul.esp LingsPrettyThings.esp LingsPrettyThings-TTw.esp Bashed Patch, 0.esp Total active plugins: 123 Total plugins: 123 1) Well... I use the TTW_SuperMutantRebalance.esp which is included in the TTW release. But it's on mod index 27 so questoverhaul loaded after that before anyways. 2) Last official release - core 2.6.85
Guest tomm434 Posted July 11, 2014 Posted July 11, 2014 I think next release will be an ESM file(because of new cells(navmeshes) + face color issues) which means we'll have to do a bashed patch or you'll have to disable mutant rebelance mods. We're still thinking about this. And why do you need mutant rebelance since you're not fighting them? . On a serious note, I don't understand what might have caused mutants to attack BigTown citizens. That's something connected with factions or NPC's aggression settings.
pr0nsax Posted July 11, 2014 Posted July 11, 2014 I did some testing by moving the quest esp around until I found what caused the hostile mutants, and it was this mod: http://www.nexusmods.com/fallout3/mods/6394/? It's TTW converted by me (including deleting the manequins that bugs out). I'm attaching the converted esp to this post. Maybe I did something weird with it or it includes some faction stuff, I don't know. The bug with only having sex once has to do with spunk. For one there's an option where you get random sex timers based on lust so not everyone finishes at the same time, and also there migth be some kind of AI or faction package in it as well (there are AI buffs you can check off, I'm not sure what it does). I just unchecked spunk in FOMM to test it. MiniHideout.esp
Guest tomm434 Posted July 11, 2014 Posted July 11, 2014 OMG it has so many dirty edits!! You should clean it up in FVNedit. And it changes a lot of scripts and ms01 quest stages in particular.
Guest tomm434 Posted July 11, 2014 Posted July 11, 2014 I don't know if this file works for you - I just deleted all vanilla scripts it changed Ahem... Since it's not minihideout topic I suggest we move in PM if you have any further questions. And can you answer one things - did you release it somewhere or you just use it only yourself? MiniHideout.esp
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