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anstand
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You can't really avoid Mr

You can't really avoid Mr.Burke when he's beckoning you over at Moriarty's Saloon and you doing a roleplay playthrough (I was just too slow to prevent him from shooting Simm). ;)

Besides that, is the mod even possible to start when Simm's dead? I actually don't know what happens if Burke escapes because this is the first time playign F3.

Lyndi
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anstand wrote:

anstand wrote:

 

You can't really avoid Mr.Burke when he's beckoning you over at Moriarty's Saloon and you doing a roleplay playthrough (I was just too slow to prevent him from shooting Simm). ;)

Besides that, is the mod even possible to start when Simm's dead? I actually don't know what happens if Burke escapes because this is the first time playign F3.

Honestly, I don't really know why Lucas Simms has the essential tag in the mod. He might be used for part of the Megaton Annex bit I haven't gotten to yet? I'm not sure, but I haven't used him for anything in the mod at this point so I doubt him being dead would interfere with things.

If you ignore Burke and then disarm the bomb he's supposed to head back to Tenpenny Tower, but in my playthroughs he always dies somewhere along the way and I never see him again. You'll have the hitmen coming after you from Talon Company, obviously, but you don't have to deal with Burke again as far as I'm aware.

Arkngt
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Cool, thanks, looking forward

deadboy wrote:

 

I've had probably 6 or 7 people play it all the way through the marriage and somewhat through the megaton upgrades (I personally played through the expansion of megaton and Moira becoming mayor) with little to no problems.  I too had no problems with any of it.  The version I uploaded was cleaned with the idle problems and everything I could fix all fixed up.

The Lucas Simms thing, I always play good so Burke never gets to kill him.  I guess all my other playtesters did the same.

Cool, thanks, looking forward to it.

»You're no match for science!« Doctor Mobius

deadboy
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anstand wrote:

anstand wrote:

 

You can't really avoid Mr.Burke when he's beckoning you over at Moriarty's Saloon and you doing a roleplay playthrough (I was just too slow to prevent him from shooting Simm). ;)

Besides that, is the mod even possible to start when Simm's dead? I actually don't know what happens if Burke escapes because this is the first time playign F3.

 

In an RP playthrough, just like in real life, you don't have to talk to everyone that waves to you.  I tell my son that no matter how funny the clown in the van looks, and no matter how sweet the candy seems, you don't talk to him. 

And yeah, his son will give you your house key if he dies.

Arkngt
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The Pink Power Armor added by

The Pink Power Armor added by this mod turns up super-bright in my game, like this:


Not sure if it's meant to be that way or what it is that causes it if not.

»You're no match for science!« Doctor Mobius

Lyndi
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Did you run Ordenador texture

Did you run Ordenador texture optimizer by chance Arkngt?  When I ran the Moira mod, the Enclave Power Armor mod, or Book of Steel through that tool the power armors always ended up blindingly bright. I can't explain why, but I did find that was what caused it in my game.

Arkngt
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Nope, not even sure what that

Nope, not even sure what that is. This is after just installing Moira Enterprises w/o doing anything else.

»You're no match for science!« Doctor Mobius

Lyndi
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Arkngt wrote:

Arkngt wrote:

 

Nope, not even sure what that is. This is after just installing Moira Enterprises w/o doing anything else.

It's a texture compression tool that can resize images and such. For some reason it always weirded out power armors in my game.

The image you posted almost looks like the crazy glow on female power armors that was happening in PPA. Sorry I couldn't help. :(

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If you've got a replacer on

If you've got a replacer on that base mesh type with light emittence (glow), then any texture sets on that mesh need to have the glowmap applied to block glow from non-glowing parts. You'll need to patch any armor using the same mesh. So either copy the plain non-replacer mesh and set the mod to use that instead, or add the glowmap to the textureset the mod is using.

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Yes, I'm using Book of Steel,

Yes, I'm using Book of Steel, so I guess that's what's causing it. I'll check into it - thanks for pointing me in the right direction.

»You're no match for science!« Doctor Mobius

Arkngt
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Here's a patch making the

Here's a patch making the Pink Armor in Moira Brown - Craterside Enterprises compatible with Book of Steel:

Adds the glow maps from the Book of Steel Power Armor and Helmet to the Pink Power Armor and Helmet from Moira Brown - Craterside Enterprises, making them compatible.   Requires Book of Steel and Moira Brown - Craterside Enterprises. This is made for TTW with which you can use both mods together.

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deadboy
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Yeah, I can't claim this one.

Yeah, I can't claim this one. Since my archive is only the esm file I know I didn't include the wrong mesh.  You can always go into NifSkope and delete the glow layer texture for armors like that as well.

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No, it's caused by Book of

No, it's caused by Book of Steel changing the mesh, so nothing is wrong with either this mod or BoS. Just a patch for those using both.

»You're no match for science!« Doctor Mobius

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Does anyone else have a

Does anyone else have a problem with the door from the interior of craterside to the roof? Just bought the roof upgrade in conversation with moira, and though the roof section is indeed present there's no door connecting the spaces, not even a model.

What do you want.
Why do you keep touching me.

Lyndi
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Medieval_Man wrote:

Medieval_Man wrote:

 

Does anyone else have a problem with the door from the interior of craterside to the roof? Just bought the roof upgrade in conversation with moira, and though the roof section is indeed present there's no door connecting the spaces, not even a model.

Can you post a load order? I ran into that as well during testing and I think it's a mod conflict (meaning I never heard anyone else having that issue) but I haven't been able to track down the problem. Maybe someone with more knowledge (not me :P) will notice something odd.

Medieval_Man
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Here it is

Here it is


I tried reinstalling through FOMM but that ended up causing, or at least coinciding, with crashes everytime I loaded with Craterside until I did a complete reinstall, so I'm leery to try it again.

It's also worth noting that I had a problem with the quest to hire the employees. I hired What's-his-name to be the lab assistant and What's-her-name to man the counter. But after I hired What's-her-name, the objective to hire a lab assistant came back up. But I no longer had the dialogue option to hire him, and Moira DID have the dialogue saying I'd hired them both. Only he still hasn't shown up for work a few days later, and he's not to be found around town apparently, probably would need a clean save to fix it I guess.

What do you want.
Why do you keep touching me.

A-Vladimir
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I can't get Moira to follow

I can't get Moira to follow me she is allways resting in Craterside, and when i enter or leave any building she teleports to me and then goes back to Craterside and rests.

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Lyndi
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well I went through my order

well I went through my order and disabled every mod we had in common, one by one, and tried to get the door to show up correctly using a save that hadn't unlocked the deck yet. I didn't have any luck.

So I went through and disabled pretty much everything except for Moira and still couldn't get it to work. So I got mad and beat Moira to death with my baseball bat. 

The mods we had in common were the TTW_Interiors mods, Project Nevada, the Regulators, Sortomatic, MTB, and TTW_fixes. I can't see where any of those would conflict with the Moira mod but something strange is happening. I know those mods worked fine with the 1.0 version and I'm fairly certain I made it through one playthrough of the 2.0 version without issues with that door. I'm stumped.

A-Vladimir wrote:

 

I can't get Moira to follow me she is allways resting in Craterside, and when i enter or leave any building she teleports to me and then goes back to Craterside and rests.

Fire her and rehire her and if that doesn't work then fast travel somewhere while she's with you and it should straighten it out. That happened a lot in the 1.0 version and I thought it was fixed in 2.0.

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Problem is i tried to fire

Problem is i tried to fire her and rehire her like 10 times but that didn't work, and i can't fast travel because i use a mod that disables it (i can't just disable the fast travel mod because it's merged with 30 other mods and if i disable it, it would brake my game)

deadboy
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Yeah, something like that is

Yeah, something like that is going to be VERY hard to troubleshoot.

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A-Vladimir wrote:

A-Vladimir wrote:

 

Problem is i tried to fire her and rehire her like 10 times but that didn't work, and i can't fast travel because i use a mod that disables it (i can't just disable the fast travel mod because it's merged with 30 other mods and if i disable it, it would brake my game)

I guess that you could always use the console command: EnableFastTravel 1 and fast travel somewhere and see if it works, then if it worked just use the console command: EnableFastTravel 0 to set it all right again.

I haven't use that console command in years now but i think it should still make you be able to fast travel while active.

 

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Medieval_Man wrote:

Medieval_Man wrote:

 

Does anyone else have a problem with the door from the interior of craterside to the roof? Just bought the roof upgrade in conversation with moira, and though the roof section is indeed present there's no door connecting the spaces, not even a model.

I seem to be having that issue too. Tried disabling everything but TTW and this mod and still seems broken. Assuming the linking door is supposed to spawn here, but isn't for some reason.

http://images.akamai.steamusercontent.com/ugc/394423135474639441/AB27FEBC8343C5FFFF6DE7B72476D3BB4961858E/

rockitten
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Does anyone have a problem

Does anyone have a problem with those computers that suppose to heck and unlock a safe? With this mod on, they all "fxxked up": once you "log in", the cursor (the little square dot) is just keep moving but never get to the "word match mini game" stage.

It seems a dirty edit in the mod.

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Or it's something on your end

Or it's something on your end that's doing it.Deadboy does amazing work with his mod's and I doubt what's happening is because of his mod.Providing your load order would help with this.

rockitten
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Mariofan17 wrote:

Mariofan17 wrote:

 

Or it's something on your end that's doing it.Deadboy does amazing work with his mod's and I doubt what's happening is because of his mod.Providing your load order would help with this.

Here it is. I suspect it is the moris mod only because it have closed each mod one by one and found it is the one make the issue happens.

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deadboy
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You have 135 files loaded and

You have 135 files loaded and no merge patch.  There is literally no way to just say, "It's X mod."  I can definitively say I've not had that problem or ever heard of it.  But it could certainly be the mod that broke the camel's back.

Lyndi
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I have seen this once before

I have seen this once before and I can't recall what all was causing it. Several mods were conflicting and I had to sort it out in FNV Edit. It isn't the Moira mod directly causing it, though it might be involved in conflicts with some of your other 134 files.

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Okay, so minor thing that

Okay, so minor thing that doesn't really affect much.
But I'm unsure if I did something out of order or wrong or if it's just buggy.
But I've used this mod for a while now (easily one of my favorites)

And well, I finished the Oasis bit, and got the Pavilion built behind Craterside.
But for some reason the door to the outside from the lab is kinda... Um. How to put this?

There's two doors, one marked as inaccessible, and another just... Opens into the void. I can't get out to the patio from there. With a little parkour I can get up top, and outside there's no door at all. :/ 

I'm almost convinced it's just a happen-chance bug, but I wouldn't mind knowing a way to fix it I guess? Or what even caused it, be it Load Order issue, mod-incompatibility or me probably getting the booze still installed before the install of the outside deck. Idk it's been at least 70 hours of gameplay since then.
But really now I've got nothing more to do, and as fun as jumping around on the roof it, I wouldn't mind a little bit of convince by going through the store itself without having to time jumps properly.

 


 

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K. So major thing to report

K. So major thing to report now.
Foregoing all of the minor issues that had occurred beforehand, with the Door to Craterside's Balcony, and the fact none of the NPC's had their voiceclips.

The major thing occuring now, that I feel should be brought up. Is that after the "wedding" with Moira. Everyone who was supposed to be there to watch.. Kinda won't leave the church anymore. Gob, Moriarty, Joyce, JR, among other people will not leave the church. They're just stuck sitting down. Probably because the priest to oversee the wedding took greater virtue in praising the bomb instead of officiating a wedding. I'm just curious as to why no one will leave the pews at the church and if there's a way to fix this? ^^''

I'm unsure as to what is going on but yeah, felt it needed to be reported.

Lyndi
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There has to be something

There has to be something else going on with your load out. I have done the marriage thing with Moira a half dozen times, including this past Wednesday, and haven't had any issues that I've noticed. Of course the one time I did it Dr. Li showed up and it took her what seemed like a month of game time to make her way back to Project Purity.

The door to the balcony thing is a bug I have encountered but haven't figured what's causing it. I know the door worked perfectly fine in the previous version and I THINK it worked fine in this version for me on occasion. I was trying to figure it out before that whole Fallout 4 thing happened and I got distracted.

There has to be something breaking the scripts or otherwise altering Megaton in some way that these other bugs are occurring in your play through though.

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Well my load order's gone

Well my load order's gone though an entire shift and reinstall since then. And I'm unsure what other mod I have that could be messing with everyone's NPC packets, or altering Megaton as a whole. 
http://pastebin.com/SV8vUwLX

My leading theory is that, since the save is from before the total nuke of NV, and the reinstall of everything, something in the packets are borked.

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I couldn't hire the two NPCs

I couldn't hire the two NPCs to run the store; I would see them, interact with them, and there would be no 'hire' prompt.  In reading the mod's Nexus page, it sounds like a prevalent issue with the mod itself (not TTW)....so I gave up.  Shame, as this sounds rather fun.

I want to be different, just like everyone else.

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gluttoncreeper wrote:

gluttoncreeper wrote:

 

Just started a new TTW game with this mod. In the first chapter seem to be stuck in a loop with the radiation quest which I did 3rd. Each quest beforehand, when accepting would end in the the rad perk dialog without giving the perk. Attempting to get 600 rads would reset to 0 after getting the 200 and a message to go back to Moira. Used Console command to reach 600 for the optional, but then the dialog skipped the rad perk to end of chapter 1 dialog, and still did not grant the perk.

Disabled mod, made a clean save, and then no issue proceeding thru the quest and getting the perk. I downloaded and install on 5-10 the original assets (esm file) from the link above and used this esm. I have no other mods that affect Moira or Megaton.

Thought I would share. 

In process of starting Chapter 2, with reactivation of the mod. 

 

I had the same problem and had to make an override with the original ms03Moirascript to get past both the radiation and damage sections.

It turns out that there was a missing piece of script Roy used to fix this in the TTW release that wasn't in this mod.  Added:

 

 

 

to MS03MoiraScript using the Geck, recompiled and saved my 'Moira.esp' patch, and got right past the save game where my character turned up with her head at 0 health asking Moira to stitch a smiley face in her head.  She still sometimes does a stutter-jig in the middle of the room instead of sweeping, eating, relaxing, typing at terminals and working at her bench.  Didn't see any package conflicts so still working on that one.

I fixed 2 weapons with missing characteristics (left the rifle damage at 100 but that seems outrageous when Lincoln's is 65), added factions adjustment patch from TTWfixes, added the TTW_reputation sections to faction records and added some trailing dirty records intending to put Moira.esp almost at the end to override some other mods (like Wasteland Vehicles car or keeping Moira's a public place when weather mods override it).  

I have another patch to use with MMM, Wasteland Rebuild, Stealth Kills (just turn off tracks crime flags at the bottom of faction records), Redesigned and Shadows and Dust Southwest.  Almost all conflicts are in factions except for Redesigned which are NPC conflicts.  

This mod, More2Megaton and something else(CrowdedCities?), conflict heavily on Megaton navmeshes and that's a lot of work that I didn't touch.  Let More2Megaton override whenever it added another door. Probably will completely nerf the wedding, but not there yet.  Only problem I've seen so far is the Megaton Guards on the towers jumping to their deaths (resurrected them on the ground) and my Scavenger of the Wasteland brammin, Kali, loves to walk around the long ways instead of coming down the steep hill if my RobCo gang of 3 Mr Handies and 2 Eyebots are mulling about on the hill.  

Moira misses out on upping her adventure score if you do other quests before completing the Wasteland Survival Guide.  I think Those! is worth +2.5 but Bryan is really desperate and Jokerine's Grandma Sparkle's was first place to hit for good water.

 

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RetroJaro
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Having the "moira just

Having the "moira just wanders off" problem on my end. Tried firing her and rehiring her, and fast traveling with her. Her and basil just wander off towards megaton.

Edit: I put the moira mod at the very end of my load order now and it seems to be resolved. Not sure what mod conflicted with it though.

https://pastebin.com/qqx2spvq

rockitten
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RetroJaro wrote:

RetroJaro wrote:

Having the "moira just wanders off" problem on my end. Tried firing her and rehiring her, and fast traveling with her. Her and basil just wander off towards megaton.

Edit: I put the moira mod at the very end of my load order now and it seems to be resolved. Not sure what mod conflicted with it though.

https://pastebin.com/qqx2spvq

I have that problem too, and even your trick doesn;t work.

P.S. My playthrough is even more heavily modded than yours, so I probably can't blame anyone but myself.....

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Gonna report a smidgen of a

Gonna report a smidgen of a bug I encountered.. there's a craterside enterprises expansion that has alcohol but it needs moriatry's permission to OK.. except I kinda killed the prick as soon as I got to megaton.. which resulted in that quest automatically failing.. maybe a check if moriatry is dead you can ask gob?

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Is this safe to use on an

Is this safe to use on an existing save?

Lyndi
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I started playing TTW again

I started playing TTW again and was still having issues with the door to the rooftop deck. I cracked open the GECK and made an esp to fix it. It works for me but I was hoping others that had the problem could give it a try and see if it works for them too.

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Room For One More telling me

Room For One More telling me that Joseph moved in keeps popping up and it wont stop.

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