TheNewGal Posted February 1, 2020 Posted February 1, 2020 Well, until then. I tried to use the Super Mutant Cycles - where the girls from super mutant ruled areas are sent to germantown and I got a bit of problem here aswell. Every couple of seconds the function to choose which girl to send restarts and so every couple of seconds the girls get teleported around, something that should happen once every 24 ingame hours if I understand correctly. Does anyone know how to take care of that? Also I can't fast travel anymore since I finished Big Trouble In Big Town.
SerialSnackBob Posted February 1, 2020 Author Posted February 1, 2020 1 hour ago, TheNewDude said: Well, until then. I tried to use the Super Mutant Cycles - where the girls from super mutant ruled areas are sent to germantown and I got a bit of problem here aswell. Every couple of seconds the function to choose which girl to send restarts and so every couple of seconds the girls get teleported around, something that should happen once every 24 ingame hours if I understand correctly. Does anyone know how to take care of that? Also I can't fast travel anymore since I finished Big Trouble In Big Town. Do not use the Super Mutant Cycles. It is completely broken. I never got to try fixing it. As for Fast Traveling from Big Trouble in Big Town, that may have to do with the hidden sub-quest from this mod. I think Fast Travel was supposed to be blocked to allow the "Super Mutant Rights" quest which basically has the mutants come up to the player demanding that they "try" out any new female companions that are brought into those cells. To prevent them from chasing the player across the Wasteland (if the player fast traveled out before being talked to), fast travel I think was blocked there.
TheNewGal Posted February 4, 2020 Posted February 4, 2020 On 2/1/2020 at 8:22 PM, wcoditwgth said: Do not use the Super Mutant Cycles. It is completely broken. I never got to try fixing it. As for Fast Traveling from Big Trouble in Big Town, that may have to do with the hidden sub-quest from this mod. I think Fast Travel was supposed to be blocked to allow the "Super Mutant Rights" quest which basically has the mutants come up to the player demanding that they "try" out any new female companions that are brought into those cells. To prevent them from chasing the player across the Wasteland (if the player fast traveled out before being talked to), fast travel I think was blocked there. Yeah, I deactivated Supermutant Cycles. As for the Fast taveling I guess the game just didn't manage to reset the restriction. However it also appears to be a not uncommon glitch in FNV.
Nevada21 Posted February 4, 2020 Posted February 4, 2020 If this isn't the proper place to post this then I'll remove this message, but if anyone has need of TWW version 2.9.4b then I still have my RAR from when I downloaded it a while ago. From what I understand the creator of TTW has gone out of his way to purge it from the TTW site because he doesn't want a bugged version out there. But for the sake of archiving, preservation and the possibility of 3rd party bug fixes I think all versions of previous software should always be available for downloading. Not sure if this is helpful but if anyone wants a pre-3.x installer of TTW then it's attached to my post. taleoftwowastelands2.9.4b.7z 8
TheNewGal Posted February 12, 2020 Posted February 12, 2020 I thought I broke this mod enough already but NOPE, Star Paladin Cross won't follow me anymore. HALP
pvpcake Posted March 25, 2020 Posted March 25, 2020 Issue with the 'making friends' quest. After you get through Marcus by having sex, lyons will say "wait for us to all regroup AT GNR" and then nothing, her and redding won't continue up to GNR
Noque Posted July 13, 2020 Posted July 13, 2020 On 8/12/2019 at 3:00 AM, wcoditwgth said: For the sake of consistency: Loogie was considerate enough to do some bug fixing. Hopefully this will solve some of the problems. Thank you Loogie for spending time to fix the bug-riddled mess that this was. My advice to deal with the constant bombardment of messages is to disable this mod, start up your game, save, then reenable the mod. You lose progress, but it should solve that issue. Note that some of the NPCs may be out of place due to the previous version teleporting some NPCs around. TTWQO Additions and Patch.esp 2.91 MB · 277 downloads im getting c++ error when trying amata / pc since the tunnel snake suddenly say their event end talk while doing act one and goes goat. but still tried continue second act. after that c++ error . do i need the ori or the fixed one https://taleoftwowastelands.com/viewtopic.php?f=56&t=7585 with i dont know how to debug c++. i just hope if anyone make full fix rather dividing it all .. dont know which one to use or the patch incompatible?
SerialSnackBob Posted July 13, 2020 Author Posted July 13, 2020 This mod was not designed for Tales of Two Wastelands 3.0 and above (as the title says, dead and not up to date) and was based on the original TTWQO. Based on the forum posts in the Tales of Two Wasteland forums, though, it sounds like there is some minor compatibility with the updated TTWQO?
Noque Posted July 13, 2020 Posted July 13, 2020 the ttw fixed worked fine it seem. just the additional and patches seem the problem there...
TheNewGal Posted July 13, 2020 Posted July 13, 2020 I've never run into big problems while playing on the most up-to-date version of TTW... To be fair I've taken the "Mod it till you break it and then mod it to fix it" approach
TaelF Posted August 15, 2020 Posted August 15, 2020 On 7/13/2020 at 5:19 PM, TheNewDude said: I've never run into big problems while playing on the most up-to-date version of TTW... same except for the "A Dark Tranquility" Quest which is added by this mod, it's completely broken, it gets you stuck on the first part if you don't use enableplayercontrols on the console and if you proceed with the quest you can't progress the quest since the scripts are broken, but then again, it's an optional quest and you can just use the failsafe or do the horrible things Braun asks you to do.
TheNewGal Posted August 17, 2020 Posted August 17, 2020 On 8/15/2020 at 7:29 AM, TaelF said: same except for the "A Dark Tranquility" Quest which is added by this mod, it's completely broken, it gets you stuck on the first part if you don't use enableplayercontrols on the console and if you proceed with the quest you can't progress the quest since the scripts are broken, but then again, it's an optional quest and you can just use the failsafe or do the horrible things Braun asks you to do. Hmm, I seem to have missed that quest. There are few gamebreaking issues and those that exist can be avoided. Still I haven't played it for about half a year now, I'm not exactly certain on anything.
TheNewGal Posted August 23, 2020 Posted August 23, 2020 Speaking of gamebreaking quests I reinstalled TTW and the Quest Overhaul and I'm back with the same problem, the supermutants are broken. Only one kind of supermutant will actually initiate sex, after picking the option for sex i get the XP but the scene doesn't actually start. It just closes the dialouge menu and then nothing happens, it's especially annoying since it breaks multiple quests. I don't have Fertile Breeder installed so that won't be a problem. Any ideas how to fix it? loadorder.txt
x3kmak Posted August 23, 2020 Posted August 23, 2020 15 minutes ago, TheNewDude said: Speaking of gamebreaking quests I reinstalled TTW and the Quest Overhaul and I'm back with the same problem, the supermutants are broken. Only one kind of supermutant will actually initiate sex, after picking the option for sex i get the XP but the scene doesn't actually start. It just closes the dialouge menu and then nothing happens, it's especially annoying since it breaks multiple quests. I don't have Fertile Breeder installed so that won't be a problem. Any ideas how to fix it? loadorder.txt 1.05 kB · 1 download Download my fix uploaded here, the problem was that the TTW team made the Capital Wasteland mutants with different skeleton, So I basically put it back the old one, It also fixes the TTWQuestOverhaul + this addon mod supermutants being invisible and also the ghouls which also have diferrent skeleton, I just not sure about if Uncle Leo is fixed. 1
TheNewGal Posted August 23, 2020 Posted August 23, 2020 15 hours ago, x3kmak said: Download my fix uploaded here, the problem was that the TTW team made the Capital Wasteland mutants with different skeleton, So I basically put it back the old one, It also fixes the TTWQuestOverhaul + this addon mod supermutants being invisible and also the ghouls which also have diferrent skeleton, I just not sure about if Uncle Leo is fixed. You're a saint. So I went ahead and checked if Stealing Independence worked now. I got through the gangbang, no issues and finished the quest. There's still the issue of Sydney following me around afterwards. Like teleporting whenever I do and then leaving again to get to the underworld. Any advice for that?
x3kmak Posted August 24, 2020 Posted August 24, 2020 12 hours ago, TheNewDude said: You're a saint. So I went ahead and checked if Stealing Independence worked now. I got through the gangbang, no issues and finished the quest. There's still the issue of Sydney following me around afterwards. Like teleporting whenever I do and then leaving again to get to the underworld. Any advice for that? that actually happenned to me before the 1st time TTW 3.2 was released but it also happened with cherry, A little while ago I was fixing some conflicts with some mods, And I remember that either TTWOverhaul or the Addon ( probably the base mod) was overwritting the sydney script file, and the different I noticed is that it didn't had the dismiss command on the script. So the possible solution is for you to either load FNVEdit and take the script from TTW and overwrite the mod one( Script & compiled code) or load the geck and add the missing line, I think the FNVEdit one is enough because I think its nothing being added just the mod using a old script from a old TTW version.
TheNewGal Posted August 24, 2020 Posted August 24, 2020 1 hour ago, x3kmak said: that actually happenned to me before the 1st time TTW 3.2 was released but it also happened with cherry, A little while ago I was fixing some conflicts with some mods, And I remember that either TTWOverhaul or the Addon ( probably the base mod) was overwritting the sydney script file, and the different I noticed is that it didn't had the dismiss command on the script. So the possible solution is for you to either load FNVEdit and take the script from TTW and overwrite the mod one( Script & compiled code) or load the geck and add the missing line, I think the FNVEdit one is enough because I think its nothing being added just the mod using a old script from a old TTW version. Hmm, I'll look into that... There's also the issue with Fawkes that keeps persisting. After the escape from Ravenrock he won't be on the center platform but stuck behind some rocks or the large blastdoor without his Lasergatling and he will refuse to move. If I tell him to leave he will go to the underworld but when rehireing him he will again just stand and refuse to follow me. He will remark on "sampling" a girl but won't actually do the sex. There are no errors in console when this happens either. Do you know how to fix that? EDIT: I have never used FNVEdit before, so I don't really know what I'm doing but is it this line you ment?
SerialSnackBob Posted August 24, 2020 Author Posted August 24, 2020 Regarding the Sydney teleporting, I believe that was from the base TTWQO, something about her being categorized as a companion (and therefore teleporting with you every time you loaded into a new cell. I couldn't figure it out how to fix that. As for Fawkes, he/she/it was supposed to have a feature where, upon getting close to specific NPCs, he'd ask to try them out. Not sure why he is teleporting into the rocks without his gatling laser (did you do the Gauntlet mission or proceed through the Vault normally? There may be unintentional bugs from going through the Gauntlet mission).
TheNewGal Posted August 24, 2020 Posted August 24, 2020 8 minutes ago, wcoditwgth said: Regarding the Sydney teleporting, I believe that was from the base TTWQO, something about her being categorized as a companion (and therefore teleporting with you every time you loaded into a new cell. I couldn't figure it out how to fix that. As for Fawkes, he/she/it was supposed to have a feature where, upon getting close to specific NPCs, he'd ask to try them out. Not sure why he is teleporting into the rocks without his gatling laser (did you do the Gauntlet mission or proceed through the Vault normally? There may be unintentional bugs from going through the Gauntlet mission). Hey, then it might be the line I found since that is from TTWQO... I'll test that I did not use the gauntlet, went to Vault 87 instead. Now, I tried to not start the sampling in vault 87 which fixed the issue of him just standing still, ignoring orders but the Gatling still wouldn't load. I'm guessing Sampling the wastes is just broken and in a unplayable state but I'm still unsure about what causes the Gatling issue.
x3kmak Posted August 25, 2020 Posted August 25, 2020 22 hours ago, TheNewDude said: Hmm, I'll look into that... There's also the issue with Fawkes that keeps persisting. After the escape from Ravenrock he won't be on the center platform but stuck behind some rocks or the large blastdoor without his Lasergatling and he will refuse to move. If I tell him to leave he will go to the underworld but when rehireing him he will again just stand and refuse to follow me. He will remark on "sampling" a girl but won't actually do the sex. There are no errors in console when this happens either. Do you know how to fix that? EDIT: I have never used FNVEdit before, so I don't really know what I'm doing but is it this line you ment? Can't see well because columns are hidden and a bit streched but focus on my images for a moment, if you see in the 2nd image the MS15.SydneyREF has a variable bEscort that Is set to 0 after finishing the quest( you also do this with console by using set <"base id".variable> to <value> which should be like this: set "MS15SydneyREF".bEscort to 0 , since this is a ref I don't know if works but worth a try), now the problem is that in your screenshot you don't have this Reference in the last mod, if the last mod overwriting the quest is the Addon one then you dont need to copy the script & compiled code if the script is exactly like my 2nd image( you can double click to expand it), you just need to make sure the last one has all the references. you add a blank row my right-clicking on the References row -> then just drag & drop missing references on that new Null Reference row. EDIT: keep in mind if you already finished the quest then only by using the set "MS15SydneyREF".bEscort to 0 should work (if it works! since I've only did this for quests), if you didn't completed the quest then the FNVEdit one should work after you finish the quest)
TheNewGal Posted August 25, 2020 Posted August 25, 2020 So I've worked through FNVEdit and tried changing the value in the ingame console aswell, but I am getting an error that bEscort is a unknown variable or function. Also this would be easier if FNVEdit wasn't crashing every couple of minutes.
SerialSnackBob Posted August 25, 2020 Author Posted August 25, 2020 5 hours ago, TheNewDude said: So I've worked through FNVEdit and tried changing the value in the ingame console aswell, but I am getting an error that bEscort is a unknown variable or function. Also this would be easier if FNVEdit wasn't crashing every couple of minutes. I'm a bit rusty when it comes to Fallout New Vegas, but I don't remember if you can use MS15SydneyREF or whether you need to use the ref ID. The refID for Sydney should be XX003A77 (the XX being the load order prefix), so maybe try that? Since the variable you are trying to change is attached to the specific REF. *Edit: And yes, Sampling the Wastes is an incomplete quest.
x3kmak Posted August 25, 2020 Posted August 25, 2020 You're right wcoditwgth, its better to use the Ref ID instead of FormID because almost all comands use RefID, so TheNewDude grab the Ref ID( you can see it in FNVEdit after the MS15SydneyRef with [ACHR:"ID"] and try again, between are you changing the script in the 1st image? changing scripts in FNVEdit doesn't work because you need GECK to compile the code, if you PM me the ESP i can easily overwrite the script with the one I have, can't send you mine because I've made some others mods as masters. Also if FNVEdit is crashing maybe you could download XEDIT last version https://tes5edit.github.io/ which is the most updated version and is the base of all xxEdit Version, you just need to add -fnv to the shortcut/executable so it start up as FNVEdit. 1
TheNewGal Posted August 25, 2020 Posted August 25, 2020 1 hour ago, wcoditwgth said: *Edit: And yes, Sampling the Wastes is an incomplete quest. Right, then let's ignore that, still odd that Fawkes is buggy then 1 hour ago, wcoditwgth said: I'm a bit rusty when it comes to Fallout New Vegas, but I don't remember if you can use MS15SydneyREF or whether you need to use the ref ID. The refID for Sydney should be XX003A77 (the XX being the load order prefix), so maybe try that? Since the variable you are trying to change is attached to the specific REF. Right, didn't work either, unfortionatly
Guest Posted August 25, 2020 Posted August 25, 2020 if the problem is the syntax, you can separate the console command in two: first you PRID the ref, then you SET the variable. Example: PRID 96BCE - select Craig Boone, in New Vegas SET HasBeenHired to 1 - sets that variable attached to his script to 1 (without specifying the ref, since it's passed implicitly by the previous PRID)
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