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Urist
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Will this be updated to work

Will this be updated to work with TTW 2.9.4?

Or, alternately, can someone tell me how to update it, so I can do it myself?

A Jaded Lizard
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So, weird bug.

So, weird bug.

 

After finding Amanda at RavenRock and starting "Family Reunion" (no spoilers as to what that quest entails), Amanda got knocked out by enemy soldiers and I more or less completed the quest on my own. From that point on she patently refused to follow me; she'll just spawn at the entry door and not do anything. She came looking for me at the start of "Take It Back" but after telling her to stay put she refuses to follow me from then on out; I actually had to discover the Old House at the end of Family Reunion, fast travel back to the Vault I'd traveled to to get there, and then fast travel *back* because I couldn't convince her to follow me there anymore.

Any suggestions?

RoyBatty
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Load the save where she's

Load the save where she's knocked out, and do it again. This time wait for her.

CFletch
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I'm not sure if I'm doing

I'm not sure if I'm doing something silly or something, but I can't get it to run since it has CaravanPack.esm, ClassicPack.esm, and the MercenaryPack.esm marked as dependencies. I don't have the pre-order stuff (other than Tribal Pack which is also a dependent) and would rather not buy it, so is there a way to run it without them?

I didn't see anywhere in the description about them being required, so I am wondering if this is some weirdness on my end. The listed dependencies are:

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
Fallout3.esm
anchorage.esm
ThePitt.esm
brokensteel.esm
PointLookout.esm
Zeta.esm
TaleOfTwoWastelands.esm

 

EDIT: Now using the JIP version and it seems to work, at least to startup, but there is no starting FO3 movie it skips straight to the birthing scene. Not a big deal to me but odd nonetheless.

thedarlec
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I noticed she randomly became

I noticed she randomly became sunny smiles or the bar keep lady in good springs I think she stole the bar keep lady's face not sure how or why she kinda looks bad now want to know why she did this and can't get back to the train to reinstall her I checked the esp file she looks normal there

 

edit:something was conflicting with her I moved her down in the load order and she fixed her self what ever it was kinda creepy that it happened

roquero13
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First off thanks for

First off thanks for converting this mod.  It worked great up to the Atrium part, which I've been unable to get to work.  I even went so far as to disable all my mods and hoped that she would spawn, but thus far nothing.  I think I'm just going to spawn her, though I don't really want too.  I hope it gets fixed, I really want to try out this mod for my current, and possibly last playthrough...

Lyndi
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roquero13 wrote:

roquero13 wrote:

 

First off thanks for converting this mod.  It worked great up to the Atrium part, which I've been unable to get to work.  I even went so far as to disable all my mods and hoped that she would spawn, but thus far nothing.  I think I'm just going to spawn her, though I don't really want too.  I hope it gets fixed, I really want to try out this mod for my current, and possibly last playthrough...

I have the atrium bug show up every time if I save during "Escape!" and reload. Something breaks and I don't know what. As long as I play through the entire Vault 101 "Escape!" quest without saving and reloading, everything works fine.

I did force spawn her once and the game kinda weirded out. If she isn't in the atrium room where she should be, continue on and see if she shows up after you exit the overseers tunnel. If she isn't there you can try to force spawn her. I'll warn you though that when I tried that it broke the whole cutscene thing that happens after you exit the Vault 101 entrance passage and go into the wasteland for the first time.

roquero13
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It didn't work for me sadly.

It didn't work for me sadly.  I reloaded to an earlier save, when I took the GOAT, and she still did not show up.  I'm pretty sure it might be a mod conflict on my end or something.  I'm going to try to reload an even earlier save though, maybe it'll work this time around.  Thanks for your help though, really appreciate it!

Lyndi
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roquero13 wrote:

roquero13 wrote:

 

It didn't work for me sadly.  I reloaded to an earlier save, when I took the GOAT, and she still did not show up.  I'm pretty sure it might be a mod conflict on my end or something.  I'm going to try to reload an even earlier save though, maybe it'll work this time around.  Thanks for your help though, really appreciate it!

You might just have to start over. Luckily it's really early in the game and it isn't too much hassle. If you don't save and reload at all in Vault 101 it should work out.

One other issue I ran into with this mod is in Vault 87. The only way I could get the quest to work through Raven Rock was to make sure Amanda was in my party and actively following when I got captured. If she was told to go home or something before I got captured then the Raven Rock portion of the quest bugged out.

I just wanted you to be aware of that. I've played through the game a couple times and those are the only two places where the mod freaked out. She works fine in every other aspect of the game.

roquero13
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Thanks again for your help.

Thanks again for your help.  No go on my end, tested it several times.  I think it might be CASM though, since I have it installed, it saves constantly, but I never reloaded.  I think I'm just going to spawn her in and pray that nothing breaks.  Once again thanks a lot for your suggestions, I really appreciate it.

A Jaded Lizard
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So, I restarted the entire

So, I restarted the entire game to try to undo that bug I was having, and Amanda's still doing it.

 

It appears to have something to do with Raven Rock. I got her to follow me and sandbox properly outside Raven Rock, but fast traveling to the Citadel causes her to revert back to being a piece of furniture. Waiting doesn't cause her to auto-spawn on me like it doesn't other companions. I have an old save prior to starting the quest inside Raven Rock, but I'd rather not have to go back that far. Any suggestions?

BenjaminPen
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Okay, so I'm not really

Okay, so I'm not really having any of the issues listed above, but her lip-sync seems to be weird. Every time she speaks, her mouth moves about twice as much as it needs to at twice the speed. It's really distracting.

However, it looks as though OP has stopped responding to bug reports for the most part. (And I don't blame him/her. A lot of it looks like user error.)

A Jaded Lizard
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So, I figured out what was

So, I figured out what was causing my issue. Apparently Amanda has a hard time navigating Raven Rock during "Family Reunion" and if you just leave her behind to recover the object of that quest, it permanetely breaks her, then end. At first I thought it was somehow caused by picking up the Energy Weapons bobblehead, but I've replicated this three times now and that's the deciding factor. Just push Amanda off the wires she likes to get hung up on and the problem won't occur. All I can figure is she knows she has to complete the quest but has no way to do so without the object being there. Or something.

A Jaded Lizard
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So, I figured out what was

So, I figured out what was causing my issue. Apparently Amanda has a hard time navigating Raven Rock during "Family Reunion" and if you just leave her behind to recover the object of that quest, it permanetely breaks her, then end. At first I thought it was somehow caused by picking up the Energy Weapons bobblehead, but I've replicated this three times now and that's the deciding factor. Just push Amanda off the wires she likes to get hung up on and the problem won't occur. All I can figure is she knows she has to complete the quest but has no way to do so without the object being there. Or something.

Agamemnon
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A Jaded Lizard, are you using

A Jaded Lizard, are you using this with the latest version of TTW? Just because I wanted to use it if it's working with 2.9, and that wasn't clear.

dariorthan1964
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two problems:

two problems:

first:it conflicts with lings and mikoto if you put them before this mod in the load order, then their content doesnt get loaded(edit:probably comes from the one hairstyle this mods adds for amanda, as a custom race still has the new hairstyles and amandas hairstyle is the only non vanilla hairstyle found on vanilla races)

second:is it voiced? if yes i cant hear it.(edit:nevermind. solved it.NMM playing a prank on me)

RoyBatty
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Any race/beauty altering mods

Any race/beauty altering mods need compatibility patches for such things, you can easily do that in FNVEdit after spending less than an hour learning how.

lash
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I can confirm it runs on 2.9

I can confirm it runs on 2.9.4b. I played to completion (restarting the purifier), and that's where the original mod leaves off: her in a constantly dying state with HP -1.

rockitten
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Driftedspore wrote:

Driftedspore wrote:

 

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

I have the same issue too. We are suppose to talk to a slaver, but he is no where to be found.......

Anyone know's what's the work around for this bug?

Shoey
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I made a (fairly) quick fix

I made a (fairly) quick fix for her endings, changed some of her quests to complete when they were done, and changed the quest to free her to be a little bit less confusing if you shoot your way into Paradise Falls (or otherwise lose track of the slaver). I haven't tested much other than the endings (had to jury rig it in a peculiar way) and the completion of Family Reunion, but it should work fine (well, better than it did for me before I made my changes at any rate).

Edit: After getting some rest I actually took a look at her scripts and got a less hacky method to actually work. I tested this one even less, but it seems to work fine.

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Dead
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After several years of

After several years of extensive testing in my state-of-the-art research center, I have come to the conclusion that Loading the ties that bind esp before any other esp will case the sister to not spawn in the atritum.

Lyndi
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Dead wrote:

Dead wrote:

 

After several years of extensive testing in my state-of-the-art research center, I have come to the conclusion that Loading the ties that bind esp before any other esp will case the sister to not spawn in the atritum.

Not correct. I have twelve other mods plus a merge patch loading after Ties that Bind and haven't had any issue with her spawning. If you do have problems something else is causing them.

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Well that's what fixed it for

Well that's what fixed it for me, and when I tried moving it up one from the bottom I experienced the same bug.

seancdaug
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I noticed an issue with Shoey

I noticed an issue with Shoey's latest version of the ESP (it may affect the other conversions in the original post, I didn't check). Two scripts, MQ08CapturedScript and Vault87DoorScript, aren't carrying forward changes made to the original Fallout 3 scripts by TTW. Specifically, both scripts perform a check to see if you're traveling with any companions and, if you are, it temporarily removes them from your party. Obviously, Fallout 3 was only checking for the vanilla Fallout 3 companions. TTW changed it to also check for any New Vegas companions you may have with you at that point.

I suspect not many people are going to run into this problem if they're not traveling around the Capital Wasteland with Cass, Boone, Veronica, Arcade, et al. But if you are, it might cause issues. So I've gone ahead and reconciled the two versions of both scripts and recompiled them in the GECK. I've also made a couple of changes to various RACE records that I suspect were brought in by the xEdit conversion script: it had changed the default voice references from MaleAdult01Default to MaleAdult13 (for males) and FemaleAdult01Default to FemaleAdult13 (for females). I know this is SOP for conversions, but I doubt it's supposed to change a base FNV record that way. I also did some basic cleanup in xEdit, including getting rid of ITMs, ITPOs, and UDRs, tried to fix some seemingly wild edits to the Capital Wasteland worldspace, and set one quest reference to persistent to get rid of a warning message. If any of this ends breaking anything, I haven't found it yet, but I apologize in advance.

EDIT: After uploading the previous ESP, I caught another script (an embedded quest script, this time) that wasn't forwarding changes from TaleOfTwoWastelands.esm. I've updated/recompiled the affected records and reuploaded the file.

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rockitten
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seancdaug wrote:EDIT: After

seancdaug wrote:

EDIT: After uploading the previous ESP, I caught another script (an embedded quest script, this time) that wasn't forwarding changes from TaleOfTwoWastelands.esm. I've updated/recompiled the affected records and reuploaded the file.

Give your modified exp a try. Compare with the origional esm, JIP/CC is working

However, the original voice dialogs now has no sound at all........

Darian Stephens
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You're having problems with

You're having problems with the audio because the file name is different. Rename the esp back to the original and it'll work again.

There's a folder inside 'Sound' with the name of the mod, and if it's named differently from the mod's plugin, it doesn't work properly.

Speaking of things working properly, I just spent hours tediously clicking away in the Geck to try and fix the insanely-fast lip sync. I deleted it all, and started from scratch. There's about 14 files missing, and that's because the corresponding audio file was missing as well. I was forced to spoil myself on everything in the mod, but I'm hoping my malfunctioning memory will serve me well this time and make me forget most of it.

There was also one sound file which was in stereo rather than mono, which the Geck didn't like for lip generation, so I stripped one channel and provided the file as well, because maybe it'll also help ingame somehow.

So, without further ado, I present you: Ties That Bind - Normal Lip Sync.

There should be practically no issues with permission, seeing as I generated my own lip files, so aside from the one audio clip (Which I can strip out if there are complaints), it's all my own content. Yes, it's based on their content, but the lip files use nothing from it.

Seeing as I was going through all the dialogue anyway, I decided to correct a few errors and inconsistencies. There are probably still a few, since I didn't listen to EVERY piece of dialogue whenever I generated a lip file, but I did listen to a few ones that seemed a bit odd, and then just at random sometimes.

The provided esp is completely optional, and should be merged in to the main one if you end up using it.

I understand why no one else did this for the mod, holy jebuz frigging chrimbo that was mind-numbing. It's too bad the Geck doesn't have a 'batch generate lip files' function, otherwise this would have been done in a minute. (And now I'm going to be told there is one and I wasted 7 hours of my life for pretty much no reason. I'll probably also be told that my lip files were corrupted half-way through or something as well, because nothing can just work, like that freaking Sonic Emitter animation... It's always broken in some way unless you get the mythical and fleeting perfect scenario.)

EDIT: Whelp, I found a corrupted file myself. Regenerating the affected file seems to have fixed it, but if anyone's game freezes while Amanda is talking, please let me know what she was trying to say so I can regenerate the file. Also, if you happen to have downloaded this within the few hours of me uploading it, please redownload.

Actually, it looks like the file was completely missing from the download for some reason. Did I miss it? Weird...

seancdaug
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Here's one more probably

Here's one more probably extremely minor change I've made to the ESP. Amanda hadn't been assigned to New Vegas's DontTazeMeBroFaction faction. This would have led to her slaughter at the hands of the Securitrons guarding the gate to the Strip if anyone had decided to cross into the FNV worldspace with her in tow.

That's literally the only change with this version, so if it's not likely to apply to your game, you can probably pass on the upgrade. But here it is if anyone wants it. As Darian mentioned above, if you download it here, the filename will most likely be tiesthatbind_0.esp or something along those lines. That's just something the forums do with file attachments, and it's not something I can prevent on my end. You'll probably want to rename it to tiesthatbind.esp so it doesn't break the voice clips.

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rockitten
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seancdaug wrote:

seancdaug wrote:

 

Here's one more probably extremely minor change I've made to the ESP. Amanda hadn't been assigned to New Vegas's DontTazeMeBroFaction faction. This would have led to her slaughter at the hands of the Securitrons guarding the gate to the Strip if anyone had decided to cross into the FNV worldspace with her in tow.

That's literally the only change with this version, so if it's not likely to apply to your game, you can probably pass on the upgrade. But here it is if anyone wants it. As Darian mentioned above, if you download it here, the filename will most likely be tiesthatbind_0.esp or something along those lines. That's just something the forums do with file attachments, and it's not something I can prevent on my end. You'll probably want to rename it to tiesthatbind.esp so it doesn't break the voice clips.

Thanks mate. By the way, your new file required the file TTW reputations as masters

Last time I check it, the file is for older version of TTW.... Do we still need that file?

seancdaug
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rockitten wrote:Thanks mate.

rockitten wrote:

Thanks mate. By the way, your new file required the file TTW reputations as masters

Er, no, it doesn't. I just loaded it up again to check. I don't even have TTW_Reputations.esp installed in my current LO (I've manually merged it).

The optional ESP in Darian's lip sync fix archive, though, does include TTW_Reputations.esp as an apparently false master. There are no actual references I can see to anything from that plugin, and it's cleaned out automatically by FNVEdit's Clean Masters script. I suspect he had it selected when loading the Ties That Bind plugin in the GECK, which also explains a handful of ITM records in his file.

Quote:

Last time I check it, the file is for older version of TTW.... Do we still need that file?

TTW_Reputations.esp, you mean? It was never required, but if you want the optional FNV-style faction system in TTW's FO3 content, you still need it, and I've not encountered any problems running it with TTW 2.9.4. But it's not needed for this mod conversion, or even Darian's typo fix patch if you're comfortable enough to clean it in FNVEdit (or if he uploads a cleaned version himself).

Darian Stephens
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I see why TTW_Reputation was

I see why TTW_Reputation was a master; because I had my custom version of TiesThatBind.esp loaded which I carried TTW_Reputation's changes into.

It looks like I totally blanked on FNVEdit cleaning this thing, since it's got all the normal Geck ITM worldspace entries in it as well.

I also lost a few dialogue fixes due to a power outage part-way through generating the lip files. I think one of them was removing the errant apostrophe in We' (whatever the rest of the dialogue was), but I'm not going through it all again just to find it, at least not so soon.

Anyway, I've cleaned it out a bit. There is one dialogue ITM; I think that's because I changed it but reverted once I listened to the voice clip or something. There's not much point to leaving it, but it won't hurt either. You can redownload if you want.

Spasticon
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Hey if anyone's interested, I

Hey if anyone's interested, I've made a small patch for the TTW version of Ties that Bind and the New Vegas version of zzjay's Megaton Hairs. I made it after being frustrated by the fact that loading either after the other overrides the other one's hairstyle(s). I also slightly altered her face. Nothing major, just made is thinner, and made her eye-color blue. This is minor, and the real credit goes to thefourwings and zzjay sense they're mods a really nice, all I did was make they're mods work together. I don't think this breaches the permission stuff, sense both authors don't mind patches made for their mods, but if I am, please let me know.

You need the TTW version of Ties That Bind of course, but you also need Megaton Hairs. Here's a link to it.

Link:
https://www.nexusmods.com/newvegas/mods/62744

 

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