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orik
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Fellout for TTW

This is the final release of Fellout for TTW (unless any bugs are uncovered).

 

Thanks for the support!


Changelog:

1.1~ Merged clean up done by HellSteel1974 here

1.0~ Combined with NV Fellout Files

0.9~ Merged DC Fellout Files

0.8.5~ Added Zeta

0.8~ Added FO3 DLC support.

0.7~ Removed dependencies on courier stash items.

0.6~ First Release


I'm currently trying to get in touch with Hattix to post this to the Nexus. I currently have been given no permission to modify Fellout for TTW. Sorry I'm such a villain*.

File Attachments: 

TTW Version Compatibility: 

v2.0
v2.1
v2.2
v2.4

Rating: 

0
Your rating: None
4.92857
Average: 4.9 (14 votes)
Edited by: orik on 06/20/2014 - 12:51
alegendv1
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The only villainy here is

The only villainy here is that you spelt villain wrong! XD

Good work, man! (on the mod I mean!)

Senterpat
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Awesome. It may be easier for

Awesome. It may be easier for you to merge first. Else you may have to go back and redo some stuff, as I believe FNVedit doesn't merge weather properly.

Call me Pat. Senterpat is too much to type.

orik
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I'm merging second just as a

I'm merging second just as a redundancy; I believe it's better practice modding practice.

I'm rather do it slowly and make sure I get everything right. And have lots of backups.

EDIT: Finally done! :D
 

TJ
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Wanna start off by saying I'm

Wanna start off by saying I'm trying this out right now, and pretty smooth for the most part. Now for my critique: FNVEdit- Clean your mod!

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

rbroab
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What do you guys think of it?

What do you guys think of it? looking for another sky changing mod. Any major bugs?

I'm not alright, I'm an equal amount of left.

orik
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No bugs that I've found so

No bugs that I've found so far; although I've yet to test the NV area much.

TJ; any recommendations for cleaning? I'm new at this.

pintocat
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Is it just me or is DC a lot

Is it just me or is DC a lot darker than Mojave?

orik
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You are absolutely correct;

You are absolutely correct; DC is a lot darker than Mojave, both before and after Fellout.

I also find that Mojave has a lot more stars than overcast compared to DC.

TJ
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Load your mod and everything

Load your mod and everything it needs to operate properly into FNVedit. When it finishes loading right click and click check for errors. Finished fixing what you can and you can right click and apply filter for cleaning. When it's all colored up right click your mod and remove identical to masters, then right click and undelete and disable refs.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

JimmyFraska
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Would anyone be willing to

Would anyone be willing to capture some screenshots of both wastelands?

Trm8r
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I appreciate all the work you

I appreciate all the work you've done in this but its just too dark for me. I like the idea of darker night mods, but come play time, my eyes start to hurt. I've tried lots of weather mods and URWL is the only one that I like the daytime colors(I'm color blind) and I can see at night.

Hellsteel1974
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I am not sure if it is

I am not sure if it is because of my setup of TTW but I noticed multiple errors in FNVEdit after choosing Check Errors for the TTW_Fellout.esp and many FormID's seem to be wrong. For example we have in Light the FXLtRayBrightGreen650 with FormID 0E01E76C when in Fallout3.esm FXLtRayBrightGreen650 has FormID 0A01E76C.

So the load order is wrong in TTW_Fellout.esp and because of this, it is not overriding the original FXLtRayBrightGreen650 from Fallout3.esm at all. And this is TTW_Fellout.esp file straight from the packaged file.

Similar problem comes in with many records containing referencing to Fallout3 objects, they have 0Exxxxxx when in TTW load order the they should have 0Axxxxxx and because of this, I have error message <Error: Could not be resolved> in FNVEdit.

My load order concerning ESM-files is exactly as told to put in the Alpha download page instructions:

 

TJ
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Hellsteel1974 wrote:

Hellsteel1974 wrote:

I am not sure if it is because of my setup of TTW but I noticed multiple errors in FNVEdit after choosing Check Errors for the TTW_Fellout.esp and many FormID's seem to be wrong. For example we have in Light the FXLtRayBrightGreen650 with FormID 0E01E76C when in Fallout3.esm FXLtRayBrightGreen650 has FormID 0A01E76C.

So the load order is wrong in TTW_Fellout.esp and because of this, it is not overriding the original FXLtRayBrightGreen650 from Fallout3.esm at all. And this is TTW_Fellout.esp file straight from the packaged file.

Similar problem comes in with many records containing referencing to Fallout3 objects, they have 0Exxxxxx when in TTW load order the they should have 0Axxxxxx and because of this, I have error message <Error: Could not be resolved> in FNVEdit.

My load order concerning ESM-files is exactly as told to put in the Alpha download page instructions:

You're already there in FNVedit, fix the errors and upload it. I'm sure OP will credit you for helping him get it straight.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

Hellsteel1974
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Well, I am not any expert

Well, I am not any expert modder or FNVEdit user but after a while of manual editing, I seemed to able to fix the errors on my setup and did mod cleaning procedure via both "Undelete and Disable References" and "Remove Identical to Master Records" for TTW_Fellout.esp.

So if someone else could check the file in their computer and confirm to me that the errors are gone, would be appreciated.

File Attachments: 

TJ
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Will check it out when I get
Will check it out when I get off if nobody else does.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

Senterpat
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I finally got around to

I finally got around to playing the game some, using your fellout the game isnt much darker. I mean the sky is darker, but the ground is still bright and visible at a great distance. I never used fellout for fo3, but I believe it should be how it is in NV, with it being hard to see where your going and not being able to make things out past your pipboy light.

Also I'm not sure I agree with merging in the optional greener grass mod, its pretty but kinda changes the feel of CW

Call me Pat. Senterpat is too much to type.

Puerkl8r
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First, you have it set to

First, you have it set to have dependancy on the starter packs which you probably should not do, as a lot of people don't like using them because it gives you a big advantage at the start

 

Second, the greener grass thing should probably be an option.

orik
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Wow sorry to have dropped the

Wow sorry to have dropped the ball guys; I've been real busy.

Thanks HellSteel your work is appreciated. I'm going to test out your version when I get home after work.

 

I don't think this mod touched the grass at all. Not sure what's up there. 

SenterPat can you send me your mod load order and maybe some screenshots of how dark it is for you? I might have to fix some things. Everything will be buttoned up for sure in time for 2.3a release.

umaxtu
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Do I need the the data files

Do I need the the data files from the fO3 and FNV versions of fellout? It doesn't crash without them but considering the esp's small size...

 

hellbillyjoker
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So what is going on with this

So what is going on with this?

Just curious. Nevada Skies is what I am using at the moment and am curious about Fellout

 

It is only dangerous when you die

CourierSix
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@hellbillyjoker I've played

@hellbillyjoker I've played my entire game with this an encountered no problems, but I've yet to reach Vegas.

...

...

...

I'm glad we understand one another.

hellbillyjoker
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So I can swap Nevada Skies

So I can swap Nevada Skies for it? I hear they do not play well together.

I liked the dust storms mostly - made me homesick :)

Dagnabbit - do I need the original two files or just these here? Sorry, wife was talking - she got free from the ropes and I entered the comment

It is only dangerous when you die

Raider480
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How is the compatibility of

How is the compatibility of this with TTW V2.4a?

TJ
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seems to work fine for me..

seems to work fine for me..

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

umaxtu
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Raider480 wrote:

Raider480 wrote:

 

How is the compatibility of this with TTW V2.4a?

It works fine for me

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Just thought I'd share; 'tis

Just thought I'd share; 'tis an edited Fellout that should balance the two Wastelands, as far as lighting is concerned.

Haven't tested it out in the New Vegas worldspace yet, but it looks dandy in the GECK.

File Attachments: 

orik
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Is there interest for me

Is there interest for me testing 2.6a compatability/rebuilding it?

Let me know. Thanks.

farmerboy464
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I've been using it with 2.6

I've been using it with 2.6.3a without any issues.

Culex
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I'm new to TTW and I don't

I'm new to TTW and I don't understand how to use this. Do I have to download fellout for FO3 and FNV and install those first?

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This works great for the DC

This works great for the DC side of things but not so much for the New Vegas side. As in,the sky doesnt change like it's supposed to and just stays as the standard vanilla state.

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Has anyone done a lighter

Has anyone done a lighter nights or vanilla nights version of this yet? The nights are way too pitch black.:( Even with a brighter Pipboy light things are hard to see at night.

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@BelGarion, have you

@BelGarion, have you considered this? https://taleoftwowastelands.com/content/ttw-realistic-wasteland-lighting

or perhaps even this? https://taleoftwowastelands.com/content/ttw-realistic-wasteland-lighting...

There's a few options for the original version, and the weather's enhanced versions default nights are rather like the vanilla games somewhat, not super dark. (though there is a optional plugin tucked away in the enhanced folder for much darker nights, which I still think are rather playable.)

I'll try to remember next time and grab a screenshot of the game at night for the enchanced version, to give you an idea what the "darker nights" plugin looks like.

Trm8r
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I don't use Fellout but

I don't use Fellout but "Darker_Nights_-_Brighter_Nights_fomod_version 1-1" seems to work with other lighting mods.

http://www.nexusmods.com/newvegas/mods/35315/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodfiles%2F%3Fid%3D35315&pUp=1

Edit. This link is to the wrong mod. What I thought I was posting was to "Night Brightness Adjuster". It adds an apparel item to adjust light levels. Why it's incorrectly named in my rar file is a mystery to me. Sorry.

 

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Mariofan17 wrote:

Mariofan17 wrote:

 

This works great for the DC side of things but not so much for the New Vegas side. As in,the sky doesnt change like it's supposed to and just stays as the standard vanilla state.

 

Same weird issue, oddly enough even fellout for new Vegas doesn't seem to work for me anymore.

Sadly I had to remove Nevada skies, it didn't like some of my other mods, squishing their interior cells into a single point.

Tried TTW Realistic Wasteland Lighting with darker nights but it just ain't dark enough for me :(

If someone could shed some light on this I would be very grateful, I miss pitch black nights that forced me to use night vision :(

 

CORRECTION:

it does work fine, the nights just aren't equally dark in both wastelands. As for fellout looking darker in my previous playthroughs it was because I couldn't use HDR on my old card without lag. HDR makes the nights slightly brighter than without it. Did not know that till now.