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deadboy
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Probably true.

Probably true.

RoyBatty
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What's wrong with the

What's wrong with the dialogue? You should be able to just rename the sounds folders to use the current esm name and merge them together.

xhero1330
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ElliotS wrote:

ElliotS wrote:

Also I found a bug. If you take the ranger trait before the GOAT when time moves forward you lose your gun but keep the other parks. Then when choosing traits before leaving you keep the ranger trait (minus gun) and can't choose it again. Basically you get a free point in AGI and take some extra crit damage from raiders while still choosing 2 traits.

 

Actually, I think I've seen that happen with more than just Ranger, I'd taken High Value Target, and wanted to double check when Traits I'd taken later on for a re-make character, and HVT was gone from the list. Seems any of the added traits poof from the list if you re-do them, at the least from finishing the Vault (will post later if the same happens with the Auto-Doc in OWB)

deadboy
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The problem with sound is

The problem with sound is that any time you merge mods with voice it jacks with what it thinks the file names should be for the ogg/lip files for all the dialog.  So I have to go in, figure out which randomly assigned file name was which and rename them.  It's a tedious mess.

I guess it's an excuse to clean up some of the player side dialog too though.

deadboy
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OK, Thought I'd take a quick

OK, Thought I'd take a quick second to post the log of changes and what's still in and what nottery that indicates where I'm at with this so far.  Hope to be done soon but this it at least proof I'm actually doing something.

 

More Perks Doc

RoyBatty
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I can verify that he has done

I can verify that he has done an enormous amount of work on this so far.

deadboy
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I was asked about one of the

I was asked about one of the "new" traits on the spreadsheet I linked.  This version will also include the non-quest related traits and perks from his Lonesome Road DLC "Perk" release called The Deserter's Fortress

 

You can look at the sheet for more info but the breakdown is as follows:

  1. Trait
    1. Average Joe
  2. Perk
    1. Skin Specialist
    2. NCR Pride
    3. BB Force
    4. Master Explorer
    5. Courier In Prime
    6. Veteran Mercenary
  3. Unrelated Recipes
    1. Campfire
      1. MRE
      2. Radaway
      3. Rad-X
    2. Workbench
      1. Flash Bang grenades
      2. Breathing Mask
      3. C4 Explosive

The recipes aren't laid out in the document, as they aren't perks, but will be included in whatever final documentation I put out with it.

Amakker
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Looking forward to your

Looking forward to your version of perks deadboy. Best of luck getting it polished for release :)

deadboy
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OK, I'm in the shakedown

OK, I'm in the shakedown stage.  Playing through, looking for any unexpected weirdness.  Found a minor math problem which I've fixed.  At this point I'd be really interested in seeing if anyone that does a VERY mod light game play would be interested in doing some testing.  Report any potential issues, let me know about any engrish stuff I missed, etc.  

 

Any takers?

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deadboy wrote:

deadboy wrote:

 

OK, I'm in the shakedown stage.  Playing through, looking for any unexpected weirdness.  Found a minor math problem which I've fixed.  At this point I'd be really interested in seeing if anyone that does a VERY mod light game play would be interested in doing some testing.  Report any potential issues, let me know about any engrish stuff I missed, etc.  

 

Any takers?

My load order's a little heavy, but I think I can take it. I can also look through it in Edit to find any errors, mainly spelling and grammatical ones.

LaEspada
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Oh I can do some testing now.

Oh I can do some testing now. I've got some free time for the next few days.

deadboy
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Creeping up on 500 downloads

Creeping up on 500 downloads now so most that want it have seen it. I did just get an offer to test the mod though so you can get the release here

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Can we use an existing save

Can we use an existing save file or do we need a clean save?

Lucent ENB for TTW

deadboy
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It's pretty likely to not

It's pretty likely to not work well if you just plop the new one in on top.  Safest way might be to remove the prks from the old version , remove the mod, save your game without any version of it, then load the new one and readd your perks via console.

Or start fresh.

FalloutPonyXIII
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Is it me or does this mod

Is it me or does this mod seem to increase loading times after reloading from a death? D:

spatton1010
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The perk overhaul mod isn't

This perk overhaul mod isn't working for me at all. Daddy's boy doesn't increase stimpak healing, and cyborg doesnt increase energy weapon damage.Havent tested any others.Thanks in advance.

mods used

FalloutNV.esm-DeadMoney.esm- HonestHearts.esm -OldWorldBlues.esm -LonesomeRoad.esm GunRunnersArsenal.esm Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm

TaleOfTwoWastelands.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm

NevadaSkies.esm Project Nevada - Core.esm Project Nevada - Equipment.esm Project Nevada - Extra Options.esm oHUD.esm Project Nevada - Rebalance.esp Project Nevada - Cyberware.esp

TTWFixes.esm Point Lookout Reborn.esm TTW_StashPackOptions.esp TTW_NoKarmaDCFollowers.esp DarNifiedUINV.esp The Mod Configuration Menu.esp

Project Nevada - Cyberware Additions.esp Project Nevada - Rebalance Complete.esp Project Nevada - All DLC.esp

More Perks.esp WeaponModsExpanded.esp Project Nevada - WMX.esp NevadaSkies - Ultimate DLC Edition.esp TTW Perk Overhaul.esp TTWOptions.esp

Project Nevada - TTW.esp Regulators.esp NevadaSkies - TTW Edition.esp More2Megaton.esp ttw_wildwasteland.esp TTW_AnchorageCustomization.esp TTW_OutcastTrading.esp TTW_SpeechChecks.esp TTW_StartupMenu.esp

Project Nevada - TTW Vision Patch.esp ttw_plot_convergence.esp radios.esp ttw_unity_lone_courier.esp ttw_-_more_spawns.esp powerarmorrevamped-ttw-pn.esp powerarmorrevamped-ttw.esp dsx_pa_perk_0.esp wasteland_travel_caravans.esp

Toggler [MCM].esp TTW_Roleplay Start.esp CASM with MCM.esp

 

RoyBatty
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Use this one https:/

deadboy
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He's referencing the TTW

He's referencing the TTW Perks redone portion of Pat's mod.

AlexFroe
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Is TTW Perk Overhaul still be

Is TTW Perk Overhaul still be usable with the current version (2.94b) of TTW?

I love deadboys version of TTW More Perks but it does not overhaul some of the nonsense vanilla perks like TTW Perk  Overhaul does in a very good way. Or is there even an alternative?

Mariofan17
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His mod isnt supposed to

His mod isnt supposed to overhaul them -_-. It just merges both perk mods from Mr.Dree if you bothered reading his post on the first page.

deadboy
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Mariofan17 wrote:

Mariofan17 wrote:

 

His mod isnt supposed to overhaul them -_-. It just merges both perk mods from Mr.Dree if you bothered reading his post on the first page.

Actually that's MY mod you're talking about. Pat's mod SHOULD work but some of it has been fixed and might conflict. Not likely to cause a problem really.

AlexFroe
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Thank you for the

Thank you for the confirmation deadboy 

I will check both, your More Perks Pack and Senterpat's Perk Overhaul (NOT his obsolete More Perks merge) in xEdit and let your mod win any possible conflicts then. For me it is just to get rid of some boring starter Perks like +X to skill Y ('Gun Nut' for instance).

thermador
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Mariofan17 wrote:

Mariofan17 wrote:

His mod isnt supposed to overhaul them -_-. It just merges both perk mods from Mr.Dree if you bothered reading his post on the first page.

Mariofan17, this is the second time this week that you have been rude to members on the forums. 

Please remember the Site Rules and if you can't phrase an response politely, please don't post it. 

Not everyone is an expert in modding, fallout, etc. and everyone makes mistakes; consequently, posting in the forums and answering people's questions often requires a certain amount of patience and consideration.

Mariofan17
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My bad -_-. I didnt realize I

My bad -_-. I didnt realize I was posting in the wrong thread. I'm so sorry about that.

deadboy
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AlexFroe wrote:

AlexFroe wrote:

 

Thank you for the confirmation deadboy 

I will check both, your More Perks Pack and Senterpat's Perk Overhaul (NOT his obsolete More Perks merge) in xEdit and let your mod win any possible conflicts then. For me it is just to get rid of some boring starter Perks like +X to skill Y ('Gun Nut' for instance).

Actually it wouldn't conflict with my version of the Merged More Perks.  It would conflict with some of the things that have been fixed in TTW since this came out. Bug fixes on Cyborg and Barkskin and what not.

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 deadboy's https://taleoftwowastelands.com/content/more-perks-ttw or is this already included in that mod?

Thanks.

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I somehow got the two perks

I somehow got the two perks per level to work with PN and the TTW patch for PN

There is a NVSE Mod on the nexus called JIP LN NVSE Plugin that I downloaded did the job.

Let me know how it goes for anyone else!

jlf65
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kurohame wrote:I somehow got

kurohame wrote:

I somehow got the two perks per level to work with PN and the TTW patch for PN

There is a NVSE Mod on the nexus called JIP LN NVSE Plugin that I downloaded did the job.

Let me know how it goes for anyone else!

I used the Two perks per level mod with PN TTW from the get-go. The only thing to remember is to set PN to one perk per level (in the MCM) before the first level up and everything is peachy. I posted about that quite some time back.

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