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TJ
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New Vegas Uncut: the Moburma mods

I'm currently working on updated versions of the uncut mods. The goal is to fix all the bugs I find and merge them into two mods: one based on Outside Bets, on based on his rendition of the Open mods. I do have full permission from Moburma to do this and he may even join us at a later date. So lets talk about it. What bugs do you know of in a Moburma mod? I'll get things started.

One of the biggest bugs in Outside Bets was the Meyers Speech. The problem: He'd start the speech, then walk off to go to sleep before finishing the cutscene - leaving you stuck there until he returned.. which maybe never happened. When I looked at his Primm sleep package it had a condition set that allowed him to sleep in Primm if he was chosen as sheriff and the 'MeyersSpeech' variable was greater than or equal to 1. That almost guarentees it's going to break, because it's set to one when the speech starts. To fix this I set it to >= 4, then added a line to the 'lets close this segment and go to Primm part of the speech to bump that var to 4 (it originally stopped at 3.) Problem solved.

Wilder Wasteland has been optimized a bit and merged into Outside Bets, and I'm currently working on fixing and adding the unreleased "Rex's Rat Radar". I'll use this thread to document my work as well as take any bug reports for any Moburma mod.

NVSE 4.2 or higher is not required, but is highly recommended.

-Repo has been deleted-

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TTW Version Compatibility: 

v2.6

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Edited by: RoyBatty on 01/31/2018 - 12:08 Reason: Repository has been deleted.
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Posting the bugs I've

Posting the bugs I've encountered in the mods like we discussed. ;)

Rottface sometimes disappears after he has enough money to buy his new hat to go along with his suit, making it impossible to complete his little sidequest.

In Freeside Open, several bugs occur.

After completing Three Card Bounty, Little Buster doesn't appear dead on the railroad tracks just outside the old mormon fort. This prevents you from obtaining the unique weapon "Cram Opener"

Jerry the Punk ends up stuck on the strip after completing Cry Me a River when Freeside Open is installed.

The Weathers family also ends up stuck on the strip after completing Left My Heart when Freeside Open is installed.

 

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Hi,

Hi,

It would be good to see this cut content being restored to the game (a lot of stuff was cut to help consoles). Moburma also has a few additional mods available for download on his blog Moburma Hacks.

Its under the New Vegas Basement section:

Kings Radio, Moon over the Tower, Rex's Rat Radar, Dead Money Orginal Collar Death and the Vault 21 chase.

Not sure if these are included in outside bets but worth a look. 

RickySloamKR

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They aren't, and if you'll

They aren't, and if you'll see above I'm already working on adding them. Thanks for your support though!

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Should have read the whole

Should have read the whole post. Thanks for looking at this.

 

RickySloamKR

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@TJ  Thank you for taking the

@TJ  Thank you for taking the time and doing this. Greatly looking forward to it's completion. 

 

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

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paragonskeep wrote:@TJ  Thank

paragonskeep wrote:

@TJ  Thank you for taking the time and doing this. Greatly looking forward to it's completion.

Me too. Now go download the seperate versions of his released mods and find me some bugs

EDIT: Rex's Rat Radar is up for testing. It will be removed tomorrow at approximately this time. Please test the NVSE 4.1+ solution.

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Freeside Open gives me the

Freeside Open gives me the bug on multiple computers, that the first visit to the Silver Rush, Jon-Bap is going to the toilet to get the prisoner for execution and stops never to move again. This is fixed with putting Uncut 3 at the end of my load order to bypass the Jon-Bap hang. Freeside Open states that Uncut 1 and 3 are intergrated.

Also after gaining access to Vegas, find a Gate Securiton hung on the dumpster down the first street from the Vegas gate. After talking to him, he go back to the gate. Return to freeside and there he is again plowing the dumpster.    

If Devil Bunny needs a Ham, so does the Glutton!

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Thanks fella. That's the

Thanks fella. That's the kinda stuff I'm looking for.

Anybody that's downloaded Rex had a chance to test it? He should be charging after virtually any rat in the game. Well, in the NVRatList for sure.

Rex Radar's removed. If I don't get any bug reports by tomorrow afternoon I'll consider it done and merge it into outside bets... which should be nearing completion soon. I'll have a test 1 version up probably first of next week if all goes well.

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TJ wrote:

TJ wrote:

 

 

paragonskeep wrote:
@TJ  Thank you for taking the time and doing this. Greatly looking forward to it's completion.

Me too. Now go download the seperate versions of his released mods and find me some bugs

EDIT: Rex's Rat Radar is up for testing. It will be removed tomorrow at approximately this time. Please test the NVSE 4.1+ solution.

Working on it. 

Finally got the chance to update to 2.6. I got all the non open ones and will be testing. *Not to self TURN OFF PANZER first

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

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Outside Bets 1.5 uploaded for

Outside Bets 1.5 uploaded for testing. Things I need checked: Wasteland Adventurer outside Jean Skydiving should sell the leather armor. Rex's Rat Radar still needs tested. Meyers should be good, but I'd like some more eyes on that too. Other than that, check the changelog in the first post and just make sure things function as planned.

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Looking good, the only thing

Looking good, the only thing I would recommend is removing Gojira entirely. Its not cut content, it was made by an animator as a joke, and as such was never really intended for the real game. It is very, almost impossibly, difficult to kill.

All things in moderation, including moderation.

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I like Gojira and think he

I like Gojira and think he should stay as part of the Wild Wasteland Perk, because that's pretty wild.

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Unless I'm given a pretty

Unless I'm given a pretty compelling argument I'll be leaving Wilder Wasteland as Moburma intended.

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Can you remove the speech

Can you remove the speech check for beastly the barmain so it is compatible with unlimited companion?

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Betsy is not in Outside Bets.

Betsy is not in Outside Bets. She may be included at a later point, or she may be included in the FSO-Centric uncut mod in the future. The speech check will probably stay, but she *should* be compatible with JIP which has an unlimited feature.

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Cool stuff. GoGOJIRAgo!

Cool stuff. GoGOJIRAgo!

Anyway, I have a question. NVSE 4.3 or higher is suggested, but the nvse.silverlock.org has only NVSE 4.2b4 as the latest version. Where can I download something more recent? Google's being unhelpful or my googling is e-dusty.

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4.2b4 should work fine. 4.3

4.2b4 should work fine. 4.3 and up isn't released yet.

The specific reason the very newest NVSE is needed is the refwalk I used, and it's possible it's in 4.1, but nobody's really sure. It should most definitely be in 4.2 though. I'll update the first post.

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OK. Thank you for the (very

OK. Thank you for the (very prompt ) clarification, TJ.

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TJ: I completed the Primm

TJ: I completed the Primm Sheriff quest and I went with Meyers. After getting teleported and his little cut-scene played I was stuck there as he walked away. I had to use console and enableplayercontrols to get out of it.

I think you should get rep for fixing Primm Slim too, still it says "added map marker" but no map marker or the wrong map marker gets added for the shack with the guy/girl who stole Vance's 9mm sub machine gun. I think that's probably a fix for TTWfixes though.

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I hadn't made it that far yet

I hadn't made it that far yet (re: Vance), and I agree on Primm Slimm. Such a pain that you're having problems with Meyers, I spent a decent amount of time getting him to not have precisely that problem.

 

I do have an update that adds the vast majority of Sandbox6's Uncut Wasteland. I'll try to get that up today.

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Rottface doesn't seem to work

Rottface doesn't seem to work correctly, he kept giving me tips until my player finally said no more. Then he got up and disappeared.

I went to DC, and I keep getting randomly teleported back to Primm where Beagle bitches at me that he got fired if I talk to him. I always get teleported to where he is, outside the gas station next to a burning barrel behind the Vicky and Vance.

 

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Updated. Rotface has zero

Updated. Rotface has zero inclusion in Outside Bets, so this mod isn't causing your Rotface issues. It could be the updated FSO I released to the team, but I've barely started on it yet.

I've got one more round of fixes planned for this before I consider it final, at which point I'll start heavy work on the Open mods.

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Just so I'm clear, you're

Just so I'm clear, you're dividing it up into two groups:

  1. Outside Bets
    1. Outside Bets
    2. Wilder Wasteland (5)
    3. Various Non-Moburma Mods Cut stuff
  2. Freeside (Open)
    1. Open Freeside Map
    2. Rotface to Riches (1)
    3. A Van Graff Scorned (3)
    4. If it wasn't for Betsy (6)
    5. Pacers Gambit (7)

Where, if anywhere, will Koch and Bohr and Thorny Situation fit?

As for bugs, I think most of the problems were related to the world space not lining up correctly such that any mod that affects Freeside stopped working correctly.

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I'm doing a) Outside Bets -

I'm doing a) Outside Bets - Updated. Then I'm doing b) Open. Outside Bets you listed above is more or less accurate. Open will include this updated Outside Bets, Everything you listed above, and Strip Open which unknown to most people is also a Moburma mod. (Yes I've also received permission from the original artist that Moburma took over from.) Koch and Bohr and Thorny Situation will probably not be done for the same reason as the in engine intro: It's too buggy / too much work for too little payoff.

As for bugs: they're for the same reason I told you yesterday. Any mod affecting Freeside North will work fine. Any mod not affecting Freeside North needs to have it's worldspace edits changed to be in Freeside North. Compatibility Patches are that simple and always have been, and for that reason I'll not be making them.

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I've been rolling this around

I've been rolling this around in my head in regards to the bugs thing.  I guess what I hear now is that south Freeside is the merged Freeside rather than North?

Is that because the worldspace of south Freeside doesn't fit inside the walls where it's "supposed" to be?

Since there's no way to get to South freeside without going through North it just seemed like the natural way to build a merged Freeside would be north to south. That's why the bugs were so confusing.  They all appeared in the "main" (to my mind) Freeside. In this context of an expanded south Freeside becoming FreesideOpen the bugs mostly make sense.

 

That being said the problem with the TTW Freeside train station is a problem because the two buildings don't line up in the open freeside and it required no clipping to find working doors. I guess it's probably still straight forward as far as moving from one to the other but there's a lot more involved.

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Any ETA on a public release

Any ETA on a public release of FSO? (thanks for these conversions, they are awesome)

"Who are you, who do not know your history?"

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It'll be released when it's

It'll be released when it's done.

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Well, I though that since he

Well, I though that since he posted it under "Mod Talk" rather than "Mod releases" that he might put out some unfinished versions for testing. I was not trying to force his hand on anything.

"Who are you, who do not know your history?"

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Is there anything like this

Is there anything like this for FO3/CW side of TTW? I have to assume there was cut content but was any of it left where it could be gotten to in this way?

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There's wasn't a lot of cut

There's wasn't a lot of cut content, mostly weapons, a pink suit or power armor, some holodisks.

 

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Actually Bethesda did cut a

Actually Bethesda did cut a lot. The inner city of DC was a lot bigger planned and executed but in the middle of development plans changed and DC got cut down and all quests which had references to the now no longer available locations where shortened too. One tiny example is Hubris Comics. The printing press there was actually the last task for Moyras Wasteland guide quest. There are (not functional) animations in the NIF file for the printing press ie.

 

The sad thing is that Bethesda cleaned their game pretty well from the cut stuff. So our knowledge about the cut content comes only from speeches of Bethesda stuff and the tiny tidbits that can be found in the files. It makes no sense to try to restore them. There isn't enough there.

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Well I meant leftover in the

Well I meant leftover in the game files, there's always cut stuff in games.

 

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deadboy wrote:

deadboy wrote:

 

Is there anything like this for FO3/CW side of TTW? I have to assume there was cut content but was any of it left where it could be gotten to in this way?

Pretty sure the only things that could be restored would be a bunch of the holodiscs and notes and some cut weapons. There's more cut stuff but there's no way to actually restore them.

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It's funny you mention Pink

It's funny you mention Pink Power armor.  There's a pink suit of Power Armor in the Cratersiide Enterprises mod.  I may have to check some time if it's using an existing mesh/texture. I know the entry for the armor itself is specific to the mod but that doesn't mean the art is.

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Regarding freeside open, if

Regarding freeside open, the original at least could use some optimisation. It taxes my computer like no other mod.

seconding a list which tells us exactly which uncut mods are included in the current download also.

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TheRealRudy wrote:

TheRealRudy wrote:

 

 

tizerist wrote:
Regarding freeside open, the original at least could use some optimisation. It taxes my computer like no other mod.

seconding a list which tells us exactly which uncut mods are included in the current download also.

Well, then I must be stupid because I can't find it anywhere 

Tizerist is saying that he agrees with you on the idea of the current download including a list .

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This includes Uncut- Outside

This includes Uncut- Outside Bets, Uncut Wasteland by Sandbox 6, 3-5 unreleased mods by moburma that were to bear the 'uncut' namesake, Primm Reputation Restored, and some of our friend Yuki's cut content fixes. I've also built my own functions based on the original ideas of changing Meyers' clothes if he becomes sheriff of primm, and renaming beagle when he gets fired.

FSO and Strip Open are not included yet, as FSO is needing alot of work.

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Strip Open is more or less

Strip Open is more or less functional enough it could be included, but as others have stated FSO requires alot of work, and work that sometimes goes beyond my ability. If anyone reading this is an experienced worldbuilder we could use some help. Get in contact with me and I'll get you our unreleased FSO updates.

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Woah, sounds good. You can't

Woah, sounds good. You can't get more hidden than an unreleased uncut mod. What goodies could there be...

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Some of the goodies are

Some of the goodies are actually incorporated into this mod.

I've separated things as such: Any unreleased uncut mod that involved the greater wasteland area got bugfixed and merged into this mod. Anything Freeside related got merged into FSO, and anything Strip related got merged into Strip Open. Mods like Uncut Wasteland got seperated and merged into the proper mod.

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Just checked FSO in vanilla,

Just checked FSO in vanilla, there is a bug I have which is also on the comments section, regarding 3 walls which are placed where the old walls were. This didn't happen when I installed it originally all those moons ago.

reference ID 0017b828 0017b82b 0017b82c

all are named NVStripWallL01Back

Do you know how this might be?

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Thank you so much for working

Thank you so much for working on the Uncut series, Its a must have for me but the esp count is a killer and not only are you merging them together but also bug fixing and adding more content ? That's amazing, I anxiously await future updates.

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When the FSO and Strip Open

When the FSO and Strip Open are "finished", will they be esp or esm files? Presumably there's going to be a navmesh which means esm but the originals were esps and blah blah.  Just curious.

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The originals were ESM + esp.

The originals were ESM + esp.

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They work fine together for

They work fine together for me?

Where are you seeing errors?

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Rudy's right there is a

Rudy's right there is a conflict between the Interiors lucky 38 suite upgrade and this. Interiors adds it's presidential suite into a new worldspace and cell, and the scripts in this mod reference the vanilla worldspace and cell.

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Maybe he's thinking there'd

Maybe he's thinking there'd be errors because of "Room With a View". Although, if I remember correctly they use a separate worldspace so there wouldn't be issues.

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Will there be a version

Will there be a version without Freeside Open? Just asking cause I use all the uncut mods cept FO.

 

Edit NVM, I'm blind. XD sorry.

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Just an update: I've been

Just an update: I've been modding for fun again, and this is what I've been working on. Roy happened across something peculiar in FSO, and when we handled the weirdness most of the issues with FSO cleared right up. We've still got a ton of work to do, but we're making progress.

 

Additionally I've started a Github for this here. You'll be able to find all the files there (once I get them uploaded) and mark issues, though we'd still be more than happy to have them listed here as well as on the Nexus page, once I get it set up.

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Anything to do with those

Anything to do with those freeside walls appearing bug?

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