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Ossie
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First time questions

I'm trying to do my homework on installing TTW for the first time; I've read the FAQ and forum posts that looked like they related to first-time installs, etc. I think I understand most of what needs to be done, but I didn't see anything about a big question I have, so...

Can I use my existing modded NV install? I'd need to remove MMUE (if that's possible...looking into that as well) but otherwise my NV build theoretically passes the requirements. Alternately, will disabling my NV mods until I get a character out of the vault and into the world and then re-enabling them work? Obviously I'm trying to protect a VERY stable NV build if at all possible (installing a fresh FO3 won't be an issue).

TTW Version Compatibility: 

v2.9

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GrantSP
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If you use MO as your manager

If you use MO as your manager then these questions become moot.

Have one profile for your current NV setup and then create another for TTW. Actually an even better method is to install MO twice, one for plain ol' NV and one for TTW. Works perfectly!

In other words, yes, start from a clean base and build from that.

Ossie
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I should have mentioned that

I should have mentioned that I use FOMM, and I'd rather not have to pick up another manager for TTW.

And it sounds like I'll need to start from scratch with both titles, then.

paragonskeep
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Easiest way to look at it is

Easiest way to look at it is that TTW is a mod for New Vegas. So yes you can use an existing game setup but be aware that some mods don't play nice or at all with TTW. FOMM works great I've had no issues on that front. 

Yes keep mods out of the equation until out of Vault 101 and then go nuts till you break things............

If life is but a test, where's the damn answer key?!?!?

Ossie
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That's what I'd hoped to hear

That's what I'd hoped to hear...thanks!

Ossie
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I ended up needing to

I ended up needing to uninstall my NV mods and reactivate the TTW fomods, but I now have a vanilla character outside of Doc Mitchell's house, which is where I wanted to start. Aside from archive invalidation not working (trying to debug that now), it all seems to be good. I'm guessing that since I do have a char out in the NV world, I have a successful install and can now reinstall mods (assuming I sort out the AI issue)...correct? And (possibly stupid question) do I need to count the FO3 files as part of NV's 140'ish installed mods limit?

RoyBatty
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What I do is backup my

What I do is backup my plugins.txt, ini files and rename my NV install folder. Install a fresh copy of NV and put TTW in that to basically have a clean profile. The next version of FOMM is rumored to have some profiling option so I can't wait for that personally as MO will not work properly for me (although I found a post by Tannin that explains exactly why).

Because TTW is so large, it is full game and it's DLC, the mod limit is lower and around 120 plugins. Yes the files count towards the mod limit.

GrantSP
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@Roy could you post that link

@Roy could you post that link to the original @Tannin quote please? I saw you mention it in Discord and was going to ask there, but here is just as good. I like to keep track of all MO related matters and that one seems to have escaped me.

RoyBatty
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Sure, the post is here in the

Sure, the post is here in the ramifications of bsa extraction thread. The install order is exactly the cause of my issues with it I do believe.

http://forum.step-project.com/topic/5033-ramifications-of-bsa-extraction...

Ossie
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Thanks, Roy.

Thanks, Roy.

khumak
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My understanding was that it

My understanding was that it's better to use a BSA than loose files unless you have a situation where you want 1 mod to win some conflicts and a different mod to win other conflicts.  For instance I have 2 conflicting texture mods in Skyrim SE where I want 1 mod to win all conflicts for rocks and mountains and the other mod to win all conflicts for dirt and wood.  Also if I'm not mistaken, loose files win all conflicts with BSAs no matter what load order they're in. 

RoyBatty
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That is not the case with MO,

That is not the case with MO, it's about the order in which things are in the left hand pane.

GrantSP
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Thanks Roy. Yeah I did know

Thanks Roy. Yeah I did know of that, just it was so long ago I'd forgotten. For me the whole BSA vs loose is a no-brainer as I have been using MO for so long now that I just always defer to the left pane order.

RoyBatty
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Yeah that was breaking my

Yeah that was breaking my trials because I just copied my whole stuff into the MO directory. Also explains why I couldn't get a fresh install to work correctly. To me that's the exact opposite of how the game works and loose files should always override bsa's, how can it even control that without unpacking them. I think it gets issues when you exceed a certain amount of files too.

jlf65
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RoyBatty wrote:Yeah that was

RoyBatty wrote:

Yeah that was breaking my trials because I just copied my whole stuff into the MO directory. Also explains why I couldn't get a fresh install to work correctly. To me that's the exact opposite of how the game works and loose files should always override bsa's, how can it even control that without unpacking them. I think it gets issues when you exceed a certain amount of files too.

 

Yeah, some things about MO are crazy, which is why I don't use it. I like being able to turn most things into a BSA and still override it with a loose file when needed. The way the base game works without MO seems better to me. Certainly more intuitive.

 

Ossie
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Does the StartupMenu.esp need

Does the StartupMenu.esp need to stay active after getting a character out into the world?