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luthien
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Children of the Wasteland 2.0 (beta)

TTW Version Compatibility: 

v2.9

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5
Average: 5 (7 votes)
Edited by: luthien on 05/20/2017 - 15:37 Reason: Beta 1
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Thanks luthien for getting to

Thanks luthien for getting to this so quickly!

Hopefully I'll get a chance to test it out tomorrow night or this weekend.

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Thanks for changing the link

Thanks for changing the link luthien. :)

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Every time I start a new game

Every time I start a new game, it crashes immediately. Not sure what the problem is. Help? 

 

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luthien
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HeadlessMarvin wrote:

HeadlessMarvin wrote:

Every time I start a new game, it crashes immediately. Not sure what the problem is. Help? 

Hmm... It looks like it's crashing somewhere during initialization before fixing up the vanilla race data (possibly during the IDLE form changes).

I'll add some more log traces to see if we can figure out exactly at what point it's throwing a fit.

 

 

Side note: The Broken Steel crash-avoidance will not activate with that particular NVSE version, even if we fix the crash you're experiencing now. It will recognize 4.6.1, 4.6.3, and 5.0.1, but I didn't expect to see 4.6.2 in the wild.

 

 

Update: I looked into that Killable Kids plugin, and it really conflicts with this mod. Child NPCs will be killable in a future update, so such mods will not be necessary.

 

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I've been attempting to test

I've been attempting to test it out just now, but no luck; the game crashes the instant I try to load a save. CotW-NV and LCWE were installed with FOMM, and I uninstalled them the same way, so there should be no problems there. I do have NVSE 4.6 beta 1.

To rule out other mods interfering, I also disabled every mod I have (save for TTW of course) and loaded up my game and made a new save. I then reinstalled the new CotW, just the base this time. Still crashes upon loading my save.

Again, this is loading a save with nothing but CotW base and TTW content.

Any ideas? I have many hours in my current game and REALLY don't want to start fresh if I don't have to.

luthien
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I can't do any

I can't do any troubleshooting without your plugin log and load order.

luthien
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I narrowed down and fixed the

I narrowed down and fixed the problems during initialization, so be sure and grab Update 2 from the OP.

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I installed your update, got
I installed your update, got the killable children out of my load order, and even got nvse 4.6.3 just to be safe. Still crashing. Do I need to uninstall killable children completely?
luthien
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Post a log generated by the

Post a log generated by the new DLL and we can figure out exactly where it's crashing. I know I fixed 3 definite crash points, but there may be another one I don't know about yet.

HeadlessMarvin
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gotcha, I'll post my new load

gotcha, I'll post my new load order also, just for funsies. nothin in there but ttw and cotw

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That's a log from the old DLL

That's a log from the old DLL. Make sure the one from Update 2 is installed into Data\NVSE\Plugins\ and overwrites the old one.

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With this mod installed my

With this mod installed my reloading speed with the most of the weapons becomes instant. I'm playing as vanilla adult race.

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Sorry about the logs and load

Sorry about the logs and load order not being in my previous post, I was in a hurry and forgot to attach them.

It seems to be irrelevant now. With your new update the game loads up just fine. Only headgear issue I've come across so far is the shady hat appearing inside the head instead of on it as it did previously. Everything else I've tested appears to be fine.

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Oh. It's working fine now, I
Oh. It's working fine now, I just didn't put the update in the right folder. So far, the only problem I'm having is that for some reason I'm starting in New Vegas instead of DC, but that's an unrelated problem. I'll let you know if I have any more problems.
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Update 3 posted in the OP. It

Update 3 posted in the OP. It fixes the instant-reload bug for adult actors.

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OK, I've come across a couple

OK, I've come across a couple more issues. First off, when leaving Tranquility Lane, I was an adult when exiting the pod and had to change myself back to a child.

Another problem is with the adopt Bryan Wilks mod. I'm using him as a follower and had no problems before, but once I started using this new version of CotW, he says things like "Don't touch me!" and "I don't think I have anything you want." every time I go into sneak mode. Not a big deal, just a minor annoyance.

Also, in addition to the shady hat, the AntAgonizer's helmet isn't sized/positioned properly.

Thanks again for all your work on this mod!

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Hmm... I'll double-check that

Hmm... I'll double-check that the races are set up properly for the Vault 101 sequence and TL.

 

I fixed a bug in the original CotW that prevented child NPCs from using a lot of their generic dialogue, which is why Bryan has all sorts of new things to say that he didn't before. I'll see about filtering some of the topics for followers.

 

Which race and gender is your character? I may need to use a separate mesh for girls on those headgear items.

stormcrow
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My character is a caucasian

My character is a caucasian boy.

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Alpha 6 is in the OP. It

Alpha 6 is in the OP. It should fix some of the outstanding issues. It may also present some new ones; let's find out.

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Tested out the new version

Tested out the new version and found a couple new issues. First one I noticed is every time I load a save, headgear is inside rather than on the head. Simply unequipping/equipping fixes it, as you might expect. Can be annoying though if you're recording something and you forget to fix your headgear before you start.

Another new issue is the ability to put on multiple layers of clothing. It happens more often with headgear, but is possible with the body as well. It seems to be totally random what articles of clothing actually show. An example:

In addition, I found a couple more headgear items that don't fit right - ballcap with glasses and the metal helmet, reinforced.

Also, I mentioned in an earlier post the issue with Bryan Wilks randomly saying things like "Don't touch me!" and "I can see what you're doing." when I'm in sneak mode. I don't know why I thought it was random before, since it isn't. I finally realized that this only happens when I'm looting corpses or about to pick a lock. You'd probably figure it out yourself when/if you get around to fixing it, but I thought I'd mention it anyway.

When I first started testing this mod, I was only using vanilla TTW. Lately I've installed a few mods, and though I don't think any of them are responsible for current errors, I've attached my load order for future reference.

As usual, thanks for all your work on this, luthien!

 

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Uhm, FO3 NPC's have barks for

Uhm, FO3 NPC's have barks for stealing and looting, messing with havok objects etc that NV NPC's don't have. It's perfectly normal behavior.

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As I mentioned in a post

As I mentioned in a post previous to my last one, I have the adopt Bryan Wilks mod, and I'm using him as a follower. Without CotW installed he didn't exhibit this behavior, but he does with the mod. I just mentioned it again since luthien said he was going to filter some dialogue.

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Then the mod was badly

Then the mod was badly converted, if it's in his voice and not another voice.

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I'll see about getting

I'll see about getting equipment to swap once when loading a save.

Stacking items is a bug I'm pretty sure I fixed under the old system currently in use back in one of the earlier alpha builds; I'll see if I can figure out what I did to fix it the first time.

I didn't do any mesh updates in this build, but I'll take a look at the ones you've mentioned. Screens would help.

Filtering the dialogue might be a simple fix, or it might not. I'm not familiar enough with the system to know until I try some things. I might just have to decode the condition lists on those topics and try to add new conditions to them at runtime.

Thanks for the feedback!

 

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The responses are by

The responses are by voicetype, so it would probably be hard to filter them out for specific mods.

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Yeah, that's why I didn't

Yeah, that's why I didn't just override the GenericKids quest to remove the broken IsChild condition; TTW modifies it to add the MaleChild03 and FemaleChild03 voice types. Instead, I change the function called by the IsChild condition to a custom child-race check at runtime.

I could just override the topic INFO records to add conditions excluding followers, no? If not, some more runtime voodoo may be required.

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I dunno, I think I wouldn't

I dunno, I think I wouldn't mind the extra barks myself. Maybe it could be made optional?

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So, out of curiosity, any

So, out of curiosity, any idea how long it'll be before the immortal twerps are less impervious to all worldly harms? Or has that happened already, quietly, without mention?

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What causes that issue when

What causes that issue when your character disappears in front of the mirror (during editing) because it's too small? is there a fine workaround to that, like manually change scale on console?

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Apocalypse Jack wrote:

Apocalypse Jack wrote:

So, out of curiosity, any idea how long it'll be before the immortal twerps are less impervious to all worldly harms? Or has that happened already, quietly, without mention?

 

There are two methods for making them invulnerable, and they overlap in usage in some cases:

  • Most of the child NPCs have the essential flag set. This prevents them from dying to damage.

  • Some FNV child NPCs have a generic child script that prevents them from taking non-hostile hits, resets their health when they are hit, and removes them from combat if they start it.

The first (and widely-used) method has not yet been dealt with. The second (and barely-used) method has been disabled for several releases.

 

Anais wrote:

What causes that issue when your character disappears in front of the mirror (during editing) because it's too small? is there a fine workaround to that, like manually change scale on console?

Any use of the race/plastic surgery/barber menu after the first one should scale you automatically. I can't scale you up to fit the window the first time it opens, because you could be planning to play an adult character. I got around this in LCWE by adding a re-customization mirror to the birthday party if you selected a child race during the birth scene.

 

If you are changing from an adult race or starting a new game and need to see your character in the window, use the console:

player.setscale 1.25

Your scale should revert to 1.00 after closing the menu. If it doesn't, use the console again to fix it.

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I've just found this 2.0

I've just found this 2.0 version of CotW. It seems promising! If I find something weird while playing, I'll tell you!

I wanted to ask you if could you add to your mod, even as a module, Amy and Cat companions and Amy and Cat Clothes Pack. I'd love to have them as companions. 

By the way, thank you very much!

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Can't wait for this to be

Can't wait for this to be finished one of my favorite immersive mods in Fallout 3 Lil Bastards - Raider Children depends on CotW as its base :/

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I'm able to equip 2 armors at

I'm able to equip 2 armors at once... it's not removing the first.

And I think the Naughty Nightwear is using the red Sexy Sleepwear texture set rather than leopard print

 

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[quote=pintocat]

pintocat wrote:

And I think the Naughty Nightwear is using the red Sexy Sleepwear texture set rather than leopard print
The NiTriShape indexes in the mesh must not be matching up to the vanilla mesh, then. You can re-order those in Nifskope.

 

I'm done trying to perfect this mod. In order to squash one bug, I have to completely rework the entire system and introduce two more.

Here's where I stand:

There are a few directions I can go with the swap system, and none of them are perfect:

1. I can generate child versions of ARMO forms at runtime and swap them in inventories where appropriate, swapping them back to adult versions while in MenuMode to prevent conflicts with recipe menus, etc. This will also require hooking the GetEquipped function to detect either version of items in order to make them compatible with existing scripts.

The problem with this method: Dynamically-generated items are not saved. I can attempt to swap all items back to adult versions in known inventories before the game saves, but this may cause lag when saving in GameMode (i.e. when CASM saves). This method is the only one that makes 100%-reliable item swaps based on race, but it's clunky. It's like LCWE's system with the bonus of possibly losing items.

 

2. I can forgo generating new items, instead editing the model path of items before they are equipped (and changing them back immediately after). This method does not require hooking any vanilla script functions, because you have the original items equipped at all times.

The problem with this method: If an adult actor and a child actor load in the same frame with the same item equipped, the adult actor will also use the child model. There is no reliable fix for this.

 

3. A wizard could randomly show up and provide a solution.

The problem with this method: We're already trying it, and it's not working.

 

 

Suggestions?

 

Edit: Holy SHIT, do I hate this forum software.

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Can you force unequip and eq

Can you force unequip and eq-equip on game load the player items so theyre not adult, at least?

 

Not trying to be nitpicky, and if I've reported something before, sorry... my memory seems to be going..

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"The problem with this method

"The problem with this method: Dynamically-generated items are not saved."

I apologize for my ignorance on this. What are dynamically-generated items?

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TheLasciviousWolf wrote:

TheLasciviousWolf wrote:

 

"The problem with this method: Dynamically-generated items are not saved."

I apologize for my ignorance on this. What are dynamically-generated items?

NVSE function. - CloneForm / TempCloneForm item. Given an item, these will clone it and return a new BASE FORM. The 'Temp' variation will not save the new base form in save games. Looks like it only works on items, not other form types like formlists, spells, etc.

So you can make a new item at run-time, and give it a model and stats with other NVSE functions, but it won't persist in saves, it's only for that session until you quit/load.

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I keep trying to use this mod

I keep trying to use this mod but each time I and any other children end up floating heads and hands. The clothing is invisible. This is usually a texture problem. I do have Clothes.bsa enabled. I extracted it to check the file directories but they're all in the right place that I can tell (compared with the original CotW mod). Any help would be appreciated.

Also, why can't we play a Ghoul Child (my favorite)? If I use the TTW FCO mod I can play a Ghoul and Vault 101 Dad shows up as a Ghoul without error.

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trailerparkzombie wrote:

trailerparkzombie wrote:

I keep trying to use this mod but each time I and any other children end up floating heads and hands. The clothing is invisible. This is usually a texture problem.

No, that's never a texture problem; it's a missing mesh (which should never occur).

Quote:

I do have Clothes.bsa enabled. I extracted it to check the file directories but they're all in the right place that I can tell (compared with the original CotW mod). Any help would be appreciated.

Don't do that. The initialization code looks for the BSA archives, specifically, by name.

Quote:

Also, why can't we play a Ghoul Child (my favorite)? If I use the TTW FCO mod I can play a Ghoul and Vault 101 Dad shows up as a Ghoul without error.

That race and a few others are enabled as long as the Races BSA is in your Data folder.

 

Are you using MO? That could be the cause of your problems, as it doesn't seem to be loading any of the BSA archives.

 

 

In other news, I've sat down and started looking at the DLL code again. I'll be reverting the swap system back to the one from Alpha 5 (where model paths are changed before items load visual data and runtime-generated items are not used) in light of some new bugs brought by the Alpha 6 system that are much worse.

Once I get this system working reliably (can't be assed for perfectly anymore), I'll move on to adding more functionality such as making kids killable, adding support for custom child races, fixing scale issues in certain FO3 quests, etc.

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I am using MO so that could

I am using MO so that could probably be the issue, even though I went under Archives and made sure each BSA was enabled. I might try directly adding the mod to my Data folder and seeing if that fixes the problem. Right now I'm using another custom race on my current play-through.

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Disable MO's BSA management.

Disable MO's BSA management.

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Alpha 7 is now up. It fixes

Alpha 7 is now up. It fixes some bugs, allows you to use custom child races, and optionally enables killing child NPCs.

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luthien wrote:

luthien wrote:

 

Alpha 7 is now up. It fixes some bugs, allows you to use custom child races, and optionally enables killing child NPCs.

I can FINALLY shoot Bryan Wilks in the face! \o/

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Alpha 8 is now in the OP. I'm

Alpha 8 is now in the OP. I'm getting closer to a beta release.

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I fixed some pretty major

I fixed some pretty major bugs this time. Build 0185 is in the OP.

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CTD at the crawling down the

CTD at the crawling down the hallway after dad part. I started in the shack, then I saw the one year later, and dad talking alpha and omega, then crawling down hallway, then crash

https://dl.dropboxusercontent.com/u/1016838/cotw_nvse.log

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Thanks, pinto. I can

Thanks, pinto. I can reproduce that crash, so I'll trace it out and see what's going on.

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Build 0186 is now up.

Build 0186 is now up.

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I can't access Bryan's torso

I can't access Bryan's torso armor in inventory. Maybe it's set unplayable? I don't see it. But he's clearly wearing it

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The Ragamuffin Outfit?

The Ragamuffin Outfit? Console magic:

GetFormMods 340F8

That will list every plugin, in order, that modifies that form. CotW should be last in the list, and it has it flagged as playable.

 

 

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