A CLEAN INSTALL OF FNV IS REQUIRED
To reduce installer size, I could not include patches for going from TTW 1.4 to 2.0, sorry.
MODS THAT WERE CREATED FOR TTW 1.4 OR CONVERTED FOR TTW 1.4 WILL NO LONGER WORK.
EXISTING SAVES WILL NO LONGER WORK. A NEW GAME IS REQUIRED.
THE LOAD ORDER HAS BEEN CHANGED.
The new load order is:
- FalloutNV.esm
- DeadMoney.esm
- HonestHearts.esm
- OldWorldBlues.esm
- LonesomeRoad.esm
-
GunRunnersArsenal.esm
THE PREORDER PACKS ARE NOW OPTIONAL
- CaravanPack.esm
- ClassicPack.esm
- MercenaryPack.esm
-
TribalPack.esm
NOTICE HOW FALLOUT3.ESM NOW GOES AFTER ALL THE FNV DLCS
- Fallout3.esm
- Anchorage.esm
- ThePitt.esm
- BrokenSteel.esm
- PointLookout.esm
- Zeta.esm
- TaleOfTwoWastelands.esm
Converting FO3 mods for TTW is no longer as easy as just changing the master, but its still pretty simple.
- Download the most recent FNVEdit (3.0.29 as of this post) and also download the attached ConversionPack.zip. Unzip the conversion pack into the same folder as FNVEdit.
- Load TTW and the mod to be converted into FNVEdit (this is now MUCH faster)
-
Right-click on the mod to be converted, choose Add Masters... and FNV, FNV DLCs, FO3, FO3 DLCs and TTW.
DO NOT ADD THE PRE-ORDER/COURIER'S STASH PACKS UNLESS YOUR MOD REQUIRES THEM, THEY ARE NOW OPTIONAL. - Right-click on the mod again and choose sort masters.
- Expand the mod and click on "File Header"
- Click on the empty space DIRECTLY ABOVE 'Fallout3.esm', hold down the control key and press the down arrow until Fallout3.esm is AFTER GunRunnersArsenal.esm and BEFORE Anchorage.esm.
- Save and quit FNVEdit
- Reload TTW and your mod to be converted into FNVEdit
- Right click on your mod, choose Apply Script, and choose 'TTW Conversion Script'
- This can take a while to run. Running it on Fallout3.esm takes 90 minutes. Running it on BrokenSteel.esm takes 4 minutes. Just be patient.
- All done, save and quit FNVEdit.
- This means the mod is CONVERTED for TTW, but it does NOT mean the mod has been UPDATED for TTW. For example, mods that place .32 ammo will NOT have that ammo removed, you must do that manually.
CHANGE LOG
- Full system overhaul for more efficiency REQUIRES A NEW GAME
- Better mod compatibility (requires a bit more effort to convert FO3 mods, but they ultimately work better)
- Cleaned up some remaining references to .32 and generic shotgun shells
- Downgraded Combat Shotgun to 20ga, 75 skill
- Fixed Pitt armor being marked as heavy rather than light like all other raider armors
- Fixed ordinance and bombshell armor giving big guns skill
- Made Almost Perfect use 'SetAV' instead of 'ModAV' so that 'GetPermAV' returns the proper value (Almost Perfect will now allow more implants)
- Cleaned up some weapons still using big guns
- Fixed some ingestibles being labeled as big guns
- The New Vegas space suit and helmet may be used in place of the astronaut suit in Mothership Zeta (needs testing)
- Hematophage allows hunger and dehydration restoration from blood packs
- Removed the "Recover" flag on the Rebound effect, should make rebound actually regenerate AP
- Added some new recipes
- Samurai Helmet now gives DT instead of DR
- Mechanist costume is now heavy instead of light
- Pulse weapons now properly effect ALL power armor
- Rock-It-Launcher no longer is labeled as using 5mm ammo and no longer causes Fallout to crash and burn
- Fixed a bug where the tier 3 nuka-grenade recipe was unlocked while having only 2 schematics
- Mothership Zeta now properly unequips ALL weapons, to prevent animation errors when being abducted
- The installer now saves an install log txt file to the TTW install directory for troubleshooting purposes
- Fixed dialog related crash with Eden, Fawkes, Gallows and probably others
- Tesla Cannon now bounces and insta-kills Vertibirds, the bounce may be removed...
- You are fully healed on your first trip to New Vegas
- The Wasteland Survival Guide perk reward now gives a boost to Survival
- Unique weapons and armor can no longer be used to repair their non-unique counterparts
- Lyons' Pride Power Armor acts as a disguise for BoS (both west and east coast)
- The Size Matters perk now gives a 10% boost to accuracy and damage when using heavy weapons
- The Ghoul Ecology perk now properly affects ONLY ghouls
- Sarah Lyons now gives you Lyons' Pride power armor when starting Take It Back!
- Aqua Pura now properly restores dehydration and should scale with survival skill

Working on TTW 2.01 which removes the press enter to continue screens (finally!) and fixes some potential glitches.
READ BEFORE ASKING FOR HELP
WOOT! On it!
"In the world of entertainment, there are very few things as good..... as Fallout."
-Todd Howard, E3 2015
I didn't want to sleep tonight anyway. Excellent work! Thanks for getting this out, can't wait to get in it.
I'm not alright, I'm an equal amount of left.
Right lets try this out...
So I'm running the installer now, so far so good. Jax, did you cut the size of the patch in half or what!? Good job fellas.
EDIT: So who's got it? How's it working for you? Installer just finished about the time my kids started getting up to get ready for school. About to start taking a looking in FNVedit, make a merged patch and fire it up.
EDIT AGAIN: Really Jax? 1:20 to load TTW plus a few small mods in FNVEdit? You're the man.
"In the world of entertainment, there are very few things as good..... as Fallout."
-Todd Howard, E3 2015
I had some issues with BSAopt 2.0 and, Visual C++ Redistributable but, I've gotten that sorted out. Now the installer is running but, I won't be able to test until after work.
Jax, the alpha page links to the wrong version of Visual C++ which was my issue last night We need to link to Visual C++ redistributable 2012
TTWInteriors Project
Yeah had that issue too, but I got it fixed easy. FNVEdit loaded so much quicker than 1.4. Added a few New Vegas mods, still need to test that Conversion script of yours. Started a new game, ran smooth as silk.
started a clean download of FNV from steam so it will be done when I get home from work. with luck all will be fine now.
TTWInteriors Project
Good luck Chuck. Haven't even booted the game yet and and all I see is improvements. Very exciting.
"In the world of entertainment, there are very few things as good..... as Fallout."
-Todd Howard, E3 2015
Wooh! I will start a no-mod game and see what happens
-Conso
Ok some testing results from my side:
Installer:
I had the same problem with the Visual C++ redistributable 2012 but I solved it pretty fast. I installed it in a different directory then the NV base directory as I always did. At first tried to execute it normally but as the installer couldn't make it's temporary files I ran it as administrator and all worked fine.
Ingame:
Sound distortion with Daddys voice (mask) at birth it's horrible. I know about the problem but shouldn't we simply remove the distortion from the surgical mask to avoid a bad impression right at the start?
A funny one for the baby stage: Grab Z tutorial refers to skull and not the ball.
Baby jump sounds like you where breaking your legs (don't think this in the original have to check).
Andy doesn't have his voice to cut the cake but sounds fine grilling radroaches.
Debulty Weld is voiceless too.
There must be something wrong with the new voicetypes definitions for the robots (haven't looked in details yet).
The first mutie that I encountered 0x0be222 (x = FO3 esm) had no skin he was only armor.
(I checked Archive Invalidation and load order, everything seems ok)
Made a quick look at the fixes I contributed and found:
Bug in Brokensteel DLC fixes (to fix the problem that NV Brotherhood is angry at the player):
Not sure if it is deliberate (I would be angry too, if the player decides to blow up the DC branch even if it is Elder Lyons ;) ) but if it is the DC Faction should be added to the scripts.
Script in Topic (x = BS DLC exm) 0x008bcb "What the hell?" Makes the player enemy of the normal version of the Brotherhood faction not the DC one.
Same with Script: 0x0011AF (x = BS DLC esm)
I'll get right on it! Again, congratulations to all of you on your dedication and hard work. I understand how it is and truly appreciate the effort in making this.
Guess I'm the stick in the mud here...Loaded the installer, found the game locations. Pressing install leads to "BSAopt_64.exe -System Error
The program can't start because MSVCP110.dll is missing from your computer."
Also installer is missing some temp files. I'll play around with it a bit. See what else I can come up with.
I'm not alright, I'm an equal amount of left.
That's the Visual C++ redistributable 2012 problem. Simply install the latest version and it works.
Thanks for the help. Glad it was simple. I feel like an idiot, but yeah, at least it was simple.
I'm not alright, I'm an equal amount of left.
Game loads incredibly fast compared to what it used to.
Getting drastic amounts of lag though. Gets really choppy, and it doesn't seem to pick back up.
As Sesom said, Dad's voice is very distorted, and sort of blaring.
I'm gonna play around with the settings for a bit! See what I can do and come up with since nobody else seems to have the lag problem. Great work though! Install and load times went so fast!
Lag has been taken care of, but it seems there are other problems.
And the robot from Vault 101 doesn't output any audio, just his general speech clips if you have subtitles on. Super mutants are invisible except from their armor
And this isn't a problem, just something I haven't encountered before. When hacking a terminal, I start out with 5 chances to unlock it. Is that normal?
I'm not alright, I'm an equal amount of left.
I haven't had any problems yet... and it's ME. Dad's voice is fine in my game. I am picking up all of the Megaton quests with no issues yet.
-Conso
The sound issue is a compatibility problem of NV with audio cards (Realtek chipsets) it's not really solve able (except removing the effect from the helmet or clothing piece) and happens in vanilla NV too.
It's just at the birth scene, the voice clips for him are awful, not sure why. Sounded like my speakers were going to blow. The rest of his dialog is fine.
Can anyone do a speed run through and look for mutants or robots with voice clip problems?
I'm not alright, I'm an equal amount of left.
The sound problem occurs only on helmets or other items (BOS helmet for example) which cover the mouth. It's a flag you can set at the armor piece. The surgical mask didn't had it set before TTW 2.0 (I assume that the NV version is used now). You will encounter it again as soon as you meet the next guy in power armor. ;) It was in 1.4 too and is also a "feature" of vanilla NV.
I don't have time for a speed run atm. But I try to make one soon.
Well the robots voices work perfectly on my computer, so something went wrong with the installer or patch or something. The installer now outputs a log in the TTW folder that is the text from your most recent installation. Get me a copy of that so I can confirm whether or not the installer patched properly. Also remember to check your load orders, it has changed. Fallout3 needs to go after GRA and before anchorage. If you are using ANY old TTW mods or old FO3 mods converted for TTW 1.4a they WILL cause problems.
READ BEFORE ASKING FOR HELP
I checked my load order several time it's ok. Here is my log file.
What I recognized is that at the dialog that doesn't work I have two voice types for the line. For example:
RobotMrHandy and RobotMrHandy02 for the "Cut the Cake" line. Only 02 has the actual Ogg and lip files and CG02AndyCG selects the wrong one in my case.
File Attachments:
OK I think its just bad luck. I implemented a method to randomize robot voices to use either the NV or FO3 ones. I THOUGHT I had set unique robots to use the appropriate voice but I may have missed some. When I tested CG to MEgaton, it randomly made Weld and Andy use the DC voice, which has speech recorded. When you did the same thing it randomly set both their voices to NV which does NOT have voice recorded... Its on my list now, unless someone else wants to do it.
READ BEFORE ASKING FOR HELP
Next time someone goes to hack a terminal, check how many chances you get. It displayed 4 but gave me 5 each time. Want to know if it's just on my end. Thanks
I'm not alright, I'm an equal amount of left.
Well I kept getting a message saying something like "Tale of Two Wastelands - Main.bsa couldn't be patched. Please report this bug.".
Will not play until I can install it properly as to avoid "fake" bugs
.
Hitching to get it working though
.
Read:
I saw this error message attempting to use the older BSAopt utilities from the 1.4 release. Updating the VC runtime and using the 2.0 install as posted worked for me.
Got it up and running. One thing I noticed is that the menu for disabling the add on packs still pops up, but doesn't do anything. I suppose a fix is as easy as deleting the script and letting the gamer choose via .esm
I can confirm that having the packs disabled does not disable the items from being added to inventory
I'm not alright, I'm an equal amount of left.
I removed the pre-purchase packs from my installation and ran without any problems. No popups, no gear. If you are loading the packs, it is likely you have them tagged as masters by a non-ttw installed mod.
I'm running a clean install with no errors and no mods.
I'm not alright, I'm an equal amount of left.
rbroab wrote:
Had the same error; old versions of TTW installed fine on this PC. Win 7 x64.
sesom wrote:
Yep, that fixed it for me too. I think for most people this new Visual C++ upgrade is going to be mandatory to make the installer work.
I am going through the game, here's my extensive list of bugs: Uncle Leo has no voice... Tree LOD... Muties have a lot of health (I think that's a mod problem) Wow, so many.
-Conso
I did some FO3 mod conversions using the new script and it works fine, though the process is a bit persnickety. It was helpful to me to think of it as a two phase process. Phase one is to set up and sort all the masters. Save and exit. Phase two is run the script. Save and exit.
Edited for public posting.
Edited for public posting.
I get an error as soon as I begin the install:
"Could not find the file: ...\TempInstall\lsdata\dtc6dal.dat"
Update to C++ 2012. Link is in this thread
I'm not alright, I'm an equal amount of left.
Installing now. Thank you.
Tree LOD in DC is busted again I've managed to fix most of it already but, the rest will take a lot of trial and error! Again!!!!!!!
TTWInteriors Project
Can someone try spawning some super mutants through console?
Or at least checking the ones that fight the raiders across the river? They keep showing up invisible, except you can see their armor and guns.
Clean install, no errors either. I've run out of ideas of what can be done.
I'm not alright, I'm an equal amount of left.
I kept running into that issue and kept fixing it, I have no idea why it wont stick.
READ BEFORE ASKING FOR HELP
Okay, thanks for confirming. I was about to do fresh installs for two hours. Don't worry about it if you have other stuff on your plate. Confirmation was all I needed. I'll start looking for more.
I'm not alright, I'm an equal amount of left.
I finally managed to install it properly
even though reinstalling the C++ thingie didn't helped in my case, what helped was download the net. framework and reinstalling it and disable my firewall and antivirus (don't know which of those helped since I made them all at once).
EDIT:
Ok, I tried the NV start and I found something strange, aren't we supposed to get a menu to redo our character after we leave Doc's house? Because I didn't get it. Later i decided to use the coc command just to test a thing I had noticed before while helping Gribbleshnibit8 and indeed after using the coc command to go to Novac I got the menu to redo the character, this was after I made several quests on the Sunny Smiles tutorial thing. Can someone else confirm this?
Read:
The screen to confirm your character is a bit outside of Goodsprings. Once you go passed a certain distance in any direction, it gives you the confirm character screen where you can edit name, face, sex, traits, skills.
I'm not alright, I'm an equal amount of left.
Thanks rbroab I tested TTW so much with the vault 101 start that I totally forgot in NV it comes later xD
Read:
Well this tree LOD is going to piss me off for a while.
Pretty sure Chuck was working his butt off to fix the tree thing. That was the last I had heard though.
I'm not alright, I'm an equal amount of left.
Already have most of it fixed No it the fun part of trial and error to figure out why a few trees don't want to take there LOD again.
TTWInteriors Project
Ok I fixed the invisible muties. It wasn't that big of a bug that I thought first. Simply the DC base body was missing in some of the model lists of the DC Mutants. Please test it out.
While playtesting I recognized that the muties are harder to kill then in vanilla FO3. I am horrible bad at balancing so I won't discuss this in any way it's only something I recognized and wanted to mention.
One question. How do we deal with bugfixes and bugreports for 2.0 in the current state. The usual thread was for 1.4 and bugs now reporting to the normal system can produce a lot of confusion.
Edit by Chucksteel, File removed because it was incorporated into TTW 2.0
sesom wrote:
I'll see what I can do about adding a field to the bugtracker for the version of TTW...
Thanks Thermador and the "usual thread" get's a new life too ;) .
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