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A55K1KA
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Ties That Bind Follower Mod Conversion

This is a TTW Conversion of the "Ties That Bind" follower mod from fallout3 and appears to be 100% working fine (as of 7/8/2014)

Just to clarify what 100% working fine means, it means it behaves the same as the previous conversions of the same mod found on the forum post here... http://taleoftwowastelands.com/content/help-mod-conversion-ties-bind

Meaning it still has no companion wheel, however this version fixes the bug with wait, follow, dismiss comands not working (she no longer follows you when she shouldnt).

 

Requires the original fallout 3 data (BSA and Sound folder) found here.. http://www.nexusmods.com/fallout3/mods/19941/?

 

install the original mod in your fallout nv data folder, then download the replacement esp (attached to this post) and install over the existing files in your fallout nv data folder.

launch the game and enjoy.

remember to endorse the original mod on the fallout 3 nexus if you enjoyed it, and be sure to thank the guys on this page.. http://taleoftwowastelands.com/content/help-mod-conversion-ties-bind for their hard work on converting up to the point where i took over.

credit to the original author of the fallout 3 mod TheFourWings, for their work on this awesome mod.

Thanks to the following:
BLACKARTmods, who modeled Amanda's likeness after the real life Amanda Jane Herries.
Loxy, whose Jessi Companion helped me understand some scripting issues throughout and saved me the hassle of typing out a couple as well.
YoshikinaKota for Amanda's hair, from Hair Pack.
All other content in Ties that Bind created solely by TheFourWings

credit to the various users who helped make the conversion possible (im not entirely sure who did what so sorry for being vague there). (if you believe you were one of these "various users" please let me know and Ill add your name here).

JazzIsParis has kindly provided a version with the companion wheel functional, I havent tested it myself, but it has been confirmed working. *Note - there has been 1 bug(s) reported on this version* (see attached file marked as: "Ties That Bind: JIP's Version (working companion wheel)")

If there are any issues or bugs please let me know.

 

File Attachments: 

TTW Version Compatibility: 

v2.6

Rating: 

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Average: 5 (5 votes)
Edited by: A55K1KA on 07/31/2014 - 15:57
enneract
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Define '100% working fine'?

Define '100% working fine'? Did you do companion wheel, etc, or just disable it?

A55K1KA
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by 100% working i mean it is

by 100% working i mean it is an edited version of the esp that chaophim uploaded (i believe it was based on yours too), it basically fixes the whole dismissal, wait, follow bug that you guys were still having.

 

Ill update the OP to better explain that, and once i know the specifics I will include credits for you guys too.

"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

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Ah ok, it is based off what

Ah ok, it is based off what was in that thread. I have no problem with a 'definitive' version, nor was I seeking credit, just seeing if this was based on the same 'ancestry' as the other thread, or was a more 'proper' port. My fix was pretty hacky, imo.

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There has been a report of

There has been a report of issues during the "escape!" sequence, supposedly something not working when entering the Vault 101 atrium, end result being that you can escape just not with the follower.

I have been unable to recreate this issue on my end, but I will recommend anyone using this mod makes a save prior to entering the "vault 101 atritum" (the first load door after you are told that ___ has escaped the vault).

It seems to be luck of the draw, since the person who reported the issue seemed to have no problems at first then after restarting the game again they encountered it multiple times.

Amanda should appear hitting glass to your right kinda infront of you in a room marked "storage" after you walk in to the main room of the atrium, if she isnt reload to a save before you entered the atrium and try again. I am not sure if it will work or not but without being able to recreate the issue myself my help is limited.

"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

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So got ties that bind working
So got ties that bind working. Only issue is that the mod refuses to play nice with JIP Companions Command and Control. Amanda will follow with no companion wheel, but is not showing up in any way in JIPCCC. Will try to force her to join after work.

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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I have no idea of the

I have no idea of the workings of JIPCCC (I use a controller), that being said, Ill take a look later on and see if anything jumps out.. Ill add this to the current bugs/issues section in the mean time.

"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

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Dropped an comment asking
Dropped an comment asking about this to jazzisparis on the Nexus JIP CCC. Will try to force her to join the party (she is already following me like a companion but is not showing up on JIP CCC).

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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Runnerblank wrote:

Runnerblank wrote:

Dropped an comment asking about this to jazzisparis on the Nexus JIP CCC.
Will try to force her to join the party (she is already following me like a companion but is not showing up on JIP CCC).

Only companions that have a working companion wheel, or are based on the NosCo/EZ companion systems, are automatically added/removed as controlled companions when joining/leaving the party (since they are the only ones who are fully-supported by the mod). Amanda meets neither criteria.   While you can force-hire her, doing so is probably a bad idea, since it would completely override her programmed behaviour, possibly breaking her quest.   (All this information is available on the mod's page)

Life is what happens to you while you're busy making mods.

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Sorry about that. I saw the

Sorry about that. I saw the that FO3 JIP CCC had a patch for ties that bind/Amanda so wasn't sure.

You save me a lot of frustration (again!).

Thank you!

 

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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I might still have a plan in

I might still have a plan in relation to JIP CCC runner, unconfirmed at this point, i might be able to adjust my script to force-hire them at the right times.

"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

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Sweet, some thing to look
Sweet, some thing to look forward to. Thanks all!

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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Wouldn't it be easier to just

Wouldn't it be easier to just set it up for a companion wheel?

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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TJ wrote:

TJ wrote:

Wouldn't it be easier to just set it up for a companion wheel?



Probably, if it was looked at by someone who knew how to do that :)
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Attached to this post is a

Attached to this post is a alternate esp that was given to me by JazzIsParis that should add the companion wheel to Amanda. I have not had time to test it yet.

I will add it to the OP if it is confirmed working by either myself or someone using the mod.

Please remember it is untested and I cannot confirm if it works or not at this point.

File Attachments: 

"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

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For reference sake anytime I

For reference sake anytime I use a custom race she isn't in the storage room, but when I use a vanilla race she is. Those not finding her in the storage room may want to run as a vanilla race until they leave the Vault.

JIP's addition of the wheel works, have yet to find any bugs unfortunately if you tell her to wait she appears to lose her wheel. Once that happens loading an old save will only provide a longterm fix if you exit and reload the game before loading it.

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Thanks for the info regarding

Thanks for the info regarding the storage room, Ill add that to the bugs section.

"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

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Hmm It appears that whenever

Hmm It appears that whenever I try to use the companion wheel version that her AI is slightly bonkers like she runs around and doesn't follow me at all. She Follows me up to the top of the stairs then those guards with guns follow us up and then her AI goes all buggers she runs around up and down the stairs.

 

EDIT1:Also there appears to be no companion wheel whenever I try it I am not sure if it is outside the vault where she gets it but inside the vault It appears to be nonexistent  It appears that after I rescue here from Paradise falls that she has the companion wheel.

EDIT2:also for some reason when I use your original version she does not appear in the storage room the glass isn't open nothing

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@ micmou,

@ micmou,

about the storage room.. are you using a custom race? there have been 2 other reports of this issue so far and the shared factor is the race being a extra one that did not exist in the game to begin with.

 

Regarding the "AI being slightly bonkers" Ill need some more detail, starting with where this is happening, what has taken place before it happening, details on your save game if you dont mind (the mod appears to have issues with some things like custom races (unconfirmed)).

Knowing if she is a teammate at the time may also help

(open console and click on her reference, then type..

GetPlayerTeammate

..and hit enter, if it returns 1 she is a teammate of the player, else if its 0 she is not a teammate).

"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

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I will test the ai it appears

I will test the ai it appears to only be in the vault after I rescued her it was just fine the companion wheel disappearing is really annoying Also I am not using a custom race just a type 3 body My character is Caucasian Although I haven't been in combat with here in a while well at all since the vault so after class I will get back to you.

 

EDIT1: Do you think it would beneficial to change the companion to NosCO or EZ Later today I am going to take a look at the waiting script and see if it is any different from the tutorial if it is I will change it back and test

 

EDIT2: I think I found the issue with the companion wheel let me see I think it has to do that the waiting scrip trigger isn't properly setup let me check. Nope that did not work it still does it. I have no idea why it is dong that

EDIT3: Maybe we can have JIP take another look at it this is the one thing that annoys me is not being able to use JIP's CC & C As it requires the wheel I even tried to use the old patch for the FO3 Version of his aforementioned mod.

 

 

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once I get some breathing

once I get some breathing room with my next mod (the under barrel thing), Ill take a look at adding the companion wheel myself.

"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

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Hey when the NosCo files come

Hey when the NosCo files come back up I will convert the Original to the NosCo companion system and see what happens As I have tried fixing the companion wheel but haven't been able to

 

I have tried everything but I am in way in over my head I just hope you can fix it D:

 

EDIT1: Also if the atrium bug occurs where the ai is messed up and is being random talk to here and tell here to follow every 20-30 seconds and progress to the atrium if you are not showing amanda in the atrium at all try JIP's version even though the companion wheel is annoying just have her wait and not use the companion wheel Or temporarily use JIP's and if you fancy move back to A55 when you reunite

 

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The problem appears to be
The problem appears to be caused by TTBOverrideQuest. That quest was not scripted properly (it looks completely redundant; I'm not sure what its original purpose was) and constantly resets Amanda's teammate state after you first tell her to wait.   Attached is the main file (ESP only), where this issue should be fixed. As before, I haven't tested it. If someone wouldn't mind doing so, please confirm whether it works or not.

File Attachments: 

Life is what happens to you while you're busy making mods.

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The TTBOverrideQuest was

The TTBOverrideQuest was added by me, and its purpose was to override the dialogue scripts for waiting and following, which were not functioning as expected, since I and many others were unable to find the root cause, I made that override to force it to work. I had a feeling that the problem was related to them not working in tandem (them being your changes and mine).

Once again thanks for your assistance.

"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

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Tried new esp and the
Tried new esp and the companion wheel and JIP CCC started working. Thanks!

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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JIP also either added the

JIP also either added the wheel to the vault escape or removing the redundant quest causing the issues cleared that. Got myself to Paradise Falls and once Amanda was in party I just told her to wait through wheel, then through convo. That issue appears to be resolved. Not bad for looking through it twice Jazz! Were it me I'd still likely be stuck on getting the wheel working to start with.

On another note noticed another small issue while loading a brand new game to test the adjustments. It appears this mod is somehow causing a skip of the intro video. I disable TTB and start a new game it runs, but I enable it and it skips past.

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@ medickvhs,

@ medickvhs,

the quest was not redundant, it was to resolve the issues with waiting, fire and hire dialogue the follower had. seems it is un needed with the wheel working. while it seems redundant now.. it did serve a purpose.

as for the intro skipping.. I honestly would not know where to begin there.

"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

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Poor choice of words on my

Poor choice of words on my part, I apologize. I do realize it was placed with the best of intentions and I also admit freely to being just a novice at this myself. You've already accomplished more than I when it comes to modding so just keep in mind your project and the depth it covers has my profound respect. These issues converting it from FO3 to FNV-TTW are just speedbumps and in no way diminish what you accomplished.

And on another note, were it not for those of us using TTB with Jazz's CC&C your fix would have been fine as is. Really it was only a bug of compatibility with another mod, something no creater should ever feel bad about. To make sure any mod made is compatible with every single other mod available would mean we'd never see anything new because testing would take so much longer than the creation.

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no hard feelings in relation

no hard feelings in relation to the original "choice of words", I was just making sure it was clear that it was doing something.

I apologize if I came across as hostile in my last post.

"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

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Just poking my head in to say

Just poking my head in to say that I am so, so happy to see that this mod is getting some TTW support. Few mods really capture my attention because I happen to like the vanilla game aesthetics fine and can make my own weapons and armors mods for whatever needs I want to fill, but TTW and TTB really bring something new and special to the Fallout table. So, many thanks to everyone who has worked on the TTB2TTW conversion.

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A55K1KA wrote:@ medickvhs,

A55K1KA wrote:

@ medickvhs,

the quest was not redundant...

Jazz said it was completely redundant. Jazz is one of those like Grib, Jax, or Luthien when it comes to scripting: If he says it's redundant... it's redundant. We understand your intention and the need for that at the time. When it comes to big scripting projects like that if it's over your head ask questions until you understand it. as for the intro movie, you're probably overwriting CG00.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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Ugh... I am *totally* at my

Ugh... I am *totally* at my wits end with this mod. I'm having the glitch where Amanda does not appear during the vault 101 escape scene, and it's *persistent*.

I've tried changing my race around... put the mod at the bottom of the load order... tried replacing the esp with every variant here, as well as others... started from a new game... pretty much everything I can think of. 

Has anyone here been successfully able to stomp this bug once and for all?

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something i did worked as the

@ TJ

something i did worked as the bug disappeared after i was done, i dont wish to carry this any further or escalate the situation so lets just agree that the bug is gone and its a good thing.

"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

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Firstly, great conversion.

Firstly, great conversion.

Secondly, bug. When going to Tranquility Lane, Amanda travels there with me. Not sure what the problem is exactly, but another thread makes me think it has something to do with the transition to Tranquility Lane not setting her to 'waiting' while the Lone Wanderer is there. Sure enough, telling Amanda to wait before going in the pod prevents her from going to Tranquility Lane with me.

Not a major issue since telling her to wait is an acceptable workaround, but I thought I would give it a mention if it is an easy fix.

:)

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@ unimportanthero,

@ unimportanthero,

thanks for the info, Ill remember to take a look at it.

"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

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I haven't seen it mentioned,

I haven't seen it mentioned, so I thought I'd bring it up. A few of her responses to "Any thoughts" seem to cause a dialog loop where you can only ask to see her inventory or tell her to wait, none of the options allow you to exict conversation though.

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I think it would be worth

I think it would be worth taking a look at ttbAmandaScript

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I'm not sure what's up, but

I'm not sure what's up, but for some reason the ambush never triggers. I thought it was a conflict at first, but now I'm just confused. I disabled everything but the main ESMs and this mod and the usual reload or wait doesn't seem to be working.

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It seems that Ties that Bind


It seems that Ties that Bind does not want to work with the TTW Interiors Project mod.  I'm trying to install TTW one mod at a time and after several attempts when I have those two mods and nothing else loaded other than necessary DLS, TTW and TTW Fixes I cannot get my game to even start up.  Not sure at the moment would be causing the conflict as the two mods on the surface shouldn't really knock against each other.

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Just sorted it I think. 

Just sorted it I think.  Unpacked the BSA included and then replaced it with the unpacked files and now the game is starting fine.  I know that there is a limit to number of mods you can install before you lose stability but is anyone aware of limit on BSA usage with mods?

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Has anyone had issues with

Has anyone had issues with this mod and the latest TTW version?

It was working fine for me up until I updated and now Amanda does not appear during the escape 101 sequence in the locked room.

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I have resolved this issue.

I have resolved this issue. The mod must be loaded below ttw_StartupMenu.esp if you are using that optional plugin as both overwrite the escape! quest.

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cant free amanda from

cant free amanda from paradise, cant find out how to free her.

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Amanda does not show up in

Amanda does not show up in the Vault 101 atrium. I'm not using a custom race and I can't even use prid then moveto player because the console says: cannot be moved. I can create a clone by using player.placedleveledactoratme but I don't know if that'd be bad or what.

 

Edit: Well after a bit of testing it seems the best way to remedy this problem is to in fact spawn a second Amanda using player.placedleveledactoratme xx002949 (where xx is the number that the .esp is in your load order). Then proceed through Escape! as normal and leave the Vault. Outside you will get knocked out as if you had the proper Amanda with you. Once you come to, the second Amanda will still be with you. Open the console again, click on her and disable her. Then, if you proceed straight to Paradise Falls, you will find the proper Amanda locked up in the usual cell.

Novalex233
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Downloaded and finished the

Downloaded and finished the game, loved it. For those who have trouble with Amanda not showing up, try disabling mods that change where you start the game or vault 101. Try not to use the TTW Fixes, as it conflicts with almost every mod in some ways.

BTW, the ending for Amanda is so unacceptable. I know this mod was made before BS came out, so both you and Amanda were supposed to die in the Purifier. Could someone plz change it so Amanda can be revived? She is now bugged with -1 health because companions can only fall unconscious in NV.

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So, I had a few problems with

So, I had a few problems with this one. First she would not spawn during the atrium part, but I just reloaded my save and she showed up fine. We got out of the vault like normal, then i found her in megaton with her slave coller on. She followed me from cell to cell like that. I don't have anything that touches her in my load order. Just TTW 2.7, WMX and other little stuff.

MrMedicinal
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To anyone still having issues

To anyone still having issues with Amanda not showing up in the atrium the issue seems to be with body replacements in general, not just custom races. That includes default replacement mods like Breeze's or Type 3.

In general it's best to have very little (if any) mods installed in the vault 101 prologue. Hope this helps.

I'm not that smart, take what i say with a grain of salt

sesom
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Breeze is harmless. That I

Breeze is harmless. That I can confirm as maintainer of the NV version. Also the NMM version (which installer isn't maintained by me only the data).

MrMedicinal
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That make sense since Breeze

That makes sense since Breeze is just a male replacer. Thanks for clarifying this, lack of sleep must have taken over my better judgment. 

I'm not that smart, take what i say with a grain of salt

AEscraed
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I've just played through the

I've just played through the prologue with Ties That Bind and I'm happy to report I had no problems whatsoever using the JIP version. I'm even using breezes, TTW redesigned and a slightly stripped down plugin for Type 6 M (removed edits to npcs, vendor containers, item effects, etc.). Even the slaver ambush worked flawlessly.

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