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FalloutTTW QuestOverhaul


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Posted

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 :D

 

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 ( '-')

Guest tomm434
Posted

not her. You'll see them when time comes.

Posted

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

 

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.

Posted

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.

Posted

 

 

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
xsmile.png.pagespeed.ic.5Yux4gu5_h.png 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.

Guest tomm434
Posted
Do you still want me to upload a file if I've already completed the quest?

How did you solve the problem?

Posted

 

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.

Posted

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

 

 

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.

Posted

So... far an upcoming update, I've just given two characters about twice as many dialog lines than they have in vanilla Fallout 3.

Posted

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

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?

Posted

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. :P 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

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? :D .

 

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.

Posted

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. :P
 
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

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

It overwrites almost every script ingame

Guest tomm434
Posted

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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