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deadboy
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I do that some times. I'll

I do that some times. I'll dig it up.

deadboy
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Wait, are we talking about

Wait, are we talking about the beta thing?  Digging in I think I was waiting for a full release version of TTW.  Posting patch now.

Laskeri
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So we only use one of the

So we only use one of the patch ESPs, right?

deadboy
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Actually, all the patches are

Actually, all the patches are different. I was, and theoretically still am, waiting for the next TTW to post a fully patched version.

Laskeri
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deadboy wrote:

deadboy wrote:

 

Actually, all the patches are different. I was, and theoretically still am, waiting for the next TTW to post a fully patched version.

What do you mean? I thought 2.94b was supposed to integrate the long loading time fix. Unless you mean just the next major TTW release?

LightningManGTS
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it integrated one of the two

it integrated one of the two fixes for it, b added the one to the mcm option esp and the esm fix has not been "implemented" into a release yet as their working on the companions and other stuff before they do so

Laskeri
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LightningManGTS wrote:

LightningManGTS wrote:

 

it integrated one of the two fixes for it, b added the one to the mcm option esp and the esm fix has not been "implemented" into a release yet as their working on the companions and other stuff before they do so

 

Ah, ok.

deadboy
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LightningManGTS wrote:

LightningManGTS wrote:

 

it integrated one of the two fixes for it, b added the one to the mcm option esp and the esm fix has not been "implemented" into a release yet as their working on the companions and other stuff before they do so

Whew. I'm glad someone is paying attention.  I was afraid for a minute that I'd missed a release at some point.  

If you're comfortable with Edit you can just merge the patches into the main ESM. They are literally just patches so it won't hurt anything.

Nofsdad
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Trying to get the last one in

Trying to get the last one in the list and it keeps opening on a blank page or staying on this page if left clicked directly.  Any other way to get it?

MEV4NS
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I've been using the more

I've been using the more perks mod found here https://taleoftwowastelands.com/content/perk-mods

The file is a .esp whereas yours is a .esm

Is it possible for me to swap from that version to the one posted here without having to manually add the perks i have already selected using console?

deadboy
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No.

No.

jimbojones
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so the perk "leaving trails"

so the perk "leaving trails" does not work unfortunately in d.c. I think it is because the script doesn't have any references to any d.c. worldspaces.

deadboy
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It works for me. It checks

It works for me. It checks ALL worldspaces and won't leave trails if you switch from one to another, such as DC to NV or DLC to main world or what not, but it doesn't specifically look for any worldspace,  Rather it looks to see if where you are matches where the trails are.

 

So here's where I tell you that you need to give me load order and all the normal stuff berfore I can even attempt to help you.

anstand
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The famous Survivor perk gave

The famous Survivor perk gave me the option to tell Moira about the Mothership Zeta alien abduction.

Thing is, that I had not been abducted until this point (did not even trigger the event).

Black Angel
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Hi. So.... I'm sorry if I

Hi. So.... I'm sorry if I haven't get anything by reading the entire thread, but...

Will this mod conflict with Senterpat's https://taleoftwowastelands.com/content/perk-mods or is it already included in this mod?

Thanks.

RoyBatty
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Senterpat's is a different

Senterpat's is a different version. This one is newer and more complete/better made.

deadboy
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Awww, shucks... 

Awww, shucks... 

Super Sand Lesbian
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Hey deadboy, I'm having some

Hey deadboy, I'm having some problems with the Drink to Last perk. I have empty bottles and when I try and use urinals and toilets to fill them up, I only get a "You are still filling up the bottles" and they never get filled. 

I checked via console commands that I have the latest versions of NVSE and lutana NVSE installed, and they are.

Load order is attatched.

File Attachments: 

Kerm
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Maybe I'm just being daft,

Maybe I'm just being daft, but better safe than sorry; do I download all four files (and maybe merge them) on the OP, as the first one is the main file whereas the other three are patches for it?

deadboy
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No/Yes/Maybe?

No/Yes/Maybe?

 

The eve one is a patch for use with EVE and More Perks so you would only use that if you are using both. And if you want to merge the other two fixes you could probably do that in your merge or with the main file I guess.

Kerm
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Thank you.

Thank you.

ybi1995
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Thanks for the mod! Yet there
Thanks for the mod! Yet there is a small problem, I added the friendless perk using console command cuz I am using willow who could not be dismissed unless one want to do a long tedious quest later. The deathclaw seems to be Ok, but after the first feed I could not feed him anymore. no matter how long I have waited. Is there a possible solution for this?
deadboy
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You're asking me if I can

You're asking me if I can help you find a way to use the perk in a way that is completely opposite of how it's meant to be used?  

 

Probably not...

ankel
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Hi, 

Hi, 

I'm haivng problem with the RadioHead perk, I have picked it but ED-E doesn't have any option to tune radio. Can you help me check it out? I have some mods that modify ED-E 

And attached is my load order.

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deadboy
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I used Roy's mod so I know

I used Roy's mod so I know the ED-E perk/light step thing doesn't interfere.  I don't presently have FNV installed but if the random sounds one is messing with ED-E's 'dialog' it wouldn't surprise me at all if it's conflicting with the changes I had to make in order to allow for radio station control. All barks are controlled via dialogs in 'quests'. So if that mod is changing the ones I had to change then yeah, that's probably your culprit.

Slendermang
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Simulation Sickness doesn't

Simulation Sickness doesn't seem to work with base and 2.94b patch.

mcniff12345
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Slendermang wrote:

Slendermang wrote:

 

Simulation Sickness doesn't seem to work with base and 2.94b patch.

Same goes for me, simulation sickness doesnt work, atm i will use console to add a special point

Bandy
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Hello, I have this mod

EDIT: Ah, I see the same problem posted above now, and not addressed.  So seems that the "Drink to Last!" perk bug is confirmed.  Apologies for drawing attention to this, but maybe other perks are also silently failing?

Then tried to use console cmd to get rid of the perk, but the base ID from the original 'More Perks' Nexus mod author did not work.  So tried adding a replacement perk, but console ID's for several perks are not working either.  Did the TTW conversion assign different perk codes than are available from sources? No new ID's provided here, or is something else is broken?

 

Hello, I have this mod installed as part of Adonis_VII's  "Worlds of Tomorrow" TTW-based guide over at STEP.  This is a clean install and my first play through, so no lingering code at all.  Very much enjoying it, thank you to TTW people and your efforts.

At level 2 I took the following perk, I have the prereq's but AFAIK it is not working at toilets or urinals (yeah, I know, but it's a game...).  I get a message that "You're still filling water bottle", but the 3 types of common empty bottles I am carrying for this purpose (cola, milk, whiskey) sadly do not fill.  I tried to fill them in restrooms at Megaton and in SuperDuper mart. 

Am I missing something I need to do?  Playing on hardcore mode, if that makes a difference.  Thank you for any feedback.

- Drink to Last! (level 2) (rank 1) (Activate) (ID: D2EE03) (Req: +20 Survival)
Only the people who have almost died from thirst know how precious water is, regardless of where it is pumped from. With this perk, you can fill up any empty bottles from any toilet.

mister.marmot
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This is pretty cool and

This is pretty cool and extensive addition to the other UPP Perk mods left from FO3 I converted for this new run through.

For testing I tried out Banned For Life and it works great in the Mojave but Clover and Jake don't quite work right with JIP CC&C.  
I thought about lowering reputations in the Capital Wasteland to -1000 in a patch to the TTW_Reputation.ESP and put the player in the Raider faction.  However, just coming out of a Vault, it really doesn't make sense to be a raider member and have two raider companions.  That would likely take months to years to achieve starting from a vault dweller.

After recovering from the shot to the head 9 years later, is there a chance to swap traits?

khumak
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Love this mod, gives a lot

Love this mod, gives a lot more variety and customizability for PC development.  About the traits, it doesn't give you the option to switch traits when you take the train to vegas.  IMO it doesn't really make sense to anyway.  This mod DOES add new traits for initial character generation though, whether you choose to start in DC or the Mohave.  For instance I'm a Tribal in my game.

generalmx
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About merging this mod--I get

About merging this mod--I get this error in xEdit with the latest patch (More Perks 2.94b patch.esp):

Quote:

[00:00] Checking for Errors in [0E] More Perks 2.94b patch.esp
[00:00] DreePerkQuestScript [SCPT:0D000B23]
[00:00]     SCPT \ References \ SCRO - Global Reference -> [0C01C680] < Error: Could not be resolved >
[00:00] DreePerkLeaveTrailScript [SCPT:0D00257D]
[00:00]     SCPT \ References \ SCRO - Global Reference -> [0C01C680] < Error: Could not be resolved >
[00:00] All Done!

I checked in the scripts and this appears to be a change from doing a setstage 250 on the "TTWFunctions" Quest like "TTWFunctionsSCPT" does to using "Call TTWFNWorldspaceCheck", where "TTWFNWorldspaceCheck" cannot be found by xEdit. Is this just the fault of xEdit?

RoyBatty
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You are either using the

You are either using the wrong version of TTW (not the Load Time Hotfix) or the wrong version of More Perks, the 2.49b version is for the Hotfix.

Krevil
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The perk Risk Taker doesn't

The perk Risk Taker doesn't work properly due to it referring to the DreePerkQuest stage 101 which is for Major Leaguer instead of 96 which seems to be the correct quest stage to start the Money Doesn't Grow On Trees quest . I included a fix esp which you can use before taking the perk as I have no idea if this mod is still updated or not. You can probably remove the esp afterwards as it only affects the initial taking of the perk.

Only registered an account for this so if I've broken 9000 rules and caused your cat to explode.. sorry, I guess.

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RoyBatty
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+1

+1

Mikaal
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Will this mod be updated?

Will this mod be updated? Lutana isn't available on Nexus anymore. It's now integrated into JIP NVSE!

pintocat
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JIP LN NVSE (the merged)

JIP LN NVSE (the merged) should work as a replacement for 99.99999% of mods. It restored the LNGetVersion which Lutana v19 had removed, and hooks the GetPluginVersion of NVSE so it returns the JIP version for both lutana_nvse and JIP NVSE plugin. 

When you switch to JIP LN merge, you should deactivate/remove the standalone Lutana.

Are you actually seeing issues?

Mikaal
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After I took the perk Shotgun

After I took the perk Shotgun Diplomacy, there appears the window "You will need to install Lutana NVSE to use this mod." I deactivated the lutana plugin before.

EDIT: The problem I had seems to be gone after I updated the JIP lN NVSE plugin.

CVB_Taihou
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will work with 3.0?

will work with 3.0?

Vandor
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So I took the Friendless perk

So I took the Friendless perk, thinking that a baby deathclaw companion would be nice, without realizing it would also make all deathclaws non hostile. I've tried, and miserably failed, to make them hostile again by making the player faction enemy of the deathclaw faction with the console, and with my zero knowledge in modding I haven't been able to get any further. Does anyone know how to make deathclaws try to murder me again?

CyberDanz
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Wow!  All I can say so far is

Sorry.. was going to chime in some.. but wayyyyy too long of a post.  To sum it up.. follow closely these discussions, the OP's info.. and always use a merged patch..  The system wouldn't let me simply delete the post.. so I had to write something to replace it.  I run a heavily modded game (178 mods) using MO, the recommended 4Gb Patch, the latest NVSE and the newest JIP LN Combo on TTW v2.9.4b with TTW Fixes and the long load order fixes.  I haven't noticed any failed perks/traits but I also didn't check each and every one out either.  I used many though since I run the 255 max level mod along with XFO's 2 perks per level and NOT using Project Nevada.  When I use PN, I don't use either of those two since they seem to conflict for me.  Great work Deadboy!!  Deadboy and Roy seem active in many, many discussions on TTW's site here.  They DO know what they're talking about and are eager to fix things that needs attention!  Search around for answers and ask questions if they haven't been addressed already throughout the forums here.

CyberDanz The public junkie who LOVES Fallout!

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