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GoreMaster
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All is well on my end.

All is well on my end. Installer took only 35 minutes. I did have some issues with compatibility in other mods but nothing an update of esp's didnt help. Other than that awesome so far. 

Thanks for the release TTW Team and I hope your holidays are awesome.

Toastbre4d
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I'm also getting the "Your

I'm also getting the "Your version of TaleOfTwoWastelands.bsa cannot be patched. This is abnormal." Error. Please help, I tried it 10 times in a row now, no progress so far. Everything else went smooth as butter.

The_Drunken_Soviet
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I had the same issue, It

I had the same issue, It worked after re-downloading the installer and NOT extracting it to my desktop. Installing it from the .rar file worked perfectly.

I've been waiting forever for this mod so I can play it again. Last time I played it was all the way back at 1.4 !

Well done and good work to all involved in TTW development and keep up the good work !

"The war for survival, is a war without end"

Toastbre4d
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Tried that, same issue. Halp!

Tried that, same issue. Halp!

cndterrorist
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Same thing tried

Same thing tried redownloading and everything D:

Toastbre4d
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Okay, I redownloaded a few

Okay, I redownloaded a few times now, I've let it patch about 6 or 7 times, I have replaced the TalesOfTwoWastelands.bsa with a new, redownloaded one, still to no avail. The error persists. I have also tried fiddling with it's security settings (rewritable or not), I have tried installing without extracting first and I have tried extracting the archive the installer comes in with different programs. Nothing solved the problem. One thing to note, when I start the installer, it comes up with a bunch of errors, saying it cannot overwrite some registry entries. It runs fine after I click the "continue"-button though. I don't know if that's because I have Microsoft Visual Studio 2012 installed. I am running Windows 8.1 Pro 64 bit. Before anyone asks, no, I am not installing on top of another TTW installation, I created a new folder for this.

hellbillyjoker
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Installing to TTW on desktop

Installing to TTW on desktop or where?

 

It is only dangerous when you die

nathanj
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For people having issues with

For people having issues with installing TTW with NMM (which includes me)  NMM still sucks compared to FOMM when installing certain mods.  Not sure why at this point they haven't figured it out yet (can't they just copy FOMM code?) but I also had to install Weapons Mod Menu with FOMM as NMM choked on that mod as well even though its a tiny mod.  I installed it without a hitch with FOMM.  :)

Also I am a bit confused by part of the description for the Supermutant optional file.

"Super Mutants in Fallout: New Vegas are quite a challenge, but are rarely encountered. Super Mutants in Fallout 3 were more common and less challenging. This plugin changes the DC Super Mutants to approximately the challenge they were in Fallout 3. New Vegas Super Mutants are untouched."

Does that mean that they are tougher like the New Vegas ones or easier?  Thanks in advance and can't wait to finally get to play this mod.  BEST CHRISTMAS EVER!!!!   Well........ second best unless you are wearing a Santa teddy like my girlfriend did one year.

Risewild
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TTW super mutants in the

TTW super mutants in the Capital wasteland are as tough as the New Vegas ones, the optional super mutant file is to make the super mutants be more in style of the old Fallout 3 ones by making them easier.

Some people didn't like the super mutants being such bullet sponges (which makes sense since the FO3 SM appear much earlier than the NV ones) so that optional file was made to fix that.

So in short, the optional file makes the SM in the dc wasteland easier.

Piers Arkan
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alright two questions then,
alright two questions then, were the muties before the mutant fix carrying different weapons and are not because of the optional esp? and question two does the rock it launcher accept dinosaur toys from novac?
Risewild
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Nope, the weapons used by the

Nope, the weapons used by the super mutants are the same since they use weapons related to the player level (IIRC).

I can't say anything about the rock-it launcher because I didn't tested it yet.

If you are thinking why I can't answer properly, it is because I am not a Dev, just a tester .

Piers Arkan
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I'm just glad someone's

I'm just glad someone's answering! Thanks, i'll definitely test it out when I go to the Mojave, and if it doesnt work, i'll let folk know.

tizerist
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I also wasnt sure what the

I also wasnt sure what the supermutant file does, thanks for explaining.

nathanj
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That's good to hear about

That's good to hear about tougher Super Mutants.  I hope the deathclaws are tougher as well as they were a complete joke in FO3. 

This probably sounds noobish but this is the first time I was able to get the mod working.   I saw the patches for WMXUE, PN and EVE and I have seen people posting that they use NMC and Darnified.  So that much I know.  Can I use the following

OneHUD, Immersive HUD etc. 

JIP Companion Control

Invisible Wall Remover

Ammo Crafting Schematics

Alternate Crafting

CASM (save game manager)

Spice of Life

I think the rest like the New Vegas Bounties are mostly quests so those shouldn't be an issue.

And does Neveda Skies and Interior LIghting Overhaul affect both gameworlds or just the FNV gameworld?  Thanks in advance.  :)

 

 

 

 

TJ
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OneHUD, Immersive HUD etc. 

OneHUD, Immersive HUD etc. 

JIP Companion Control

Invisible Wall Remover - Not Sure

Ammo Crafting Schematics - Not Sure

Alternate Crafting

CASM (save game manager) use CASM MCM version

Spice of Life

NSkies doesn't work so well in the CW, ILO only mods interiors in the Mojave.

"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."

nathanj
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Thanks for the reply.  :) 

Thanks for the reply.  :)  Now I just have to find a bobblehead disabler mod.  THe optional one still gives you buffs.  I have my character capped at level 35 with PN precisely so that I don't end up becoming great in every skill.  I HATE Masters or Everything characters.

JaxFirehart
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The optional bobblehead only

The optional bobblehead only gives skill points for a few skills that I couldn't think of better bonuses for. The rest are minor buffs related to the skill/stat.

nathanj
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How horribly mangled would my

How horribly mangled would my game be if I used the Alternate Start mod?  There is an option to start right out of Doc Holiday's house.

So far I started it up and got the normal FO3 start (which caused me to have PTSD flashbacks LOL) and I am using lots of mods.  :D

Also, I am using the New Vegas NMC mod do I also have to dl the FO3 version like I did with EVE or do all the texture files retain their original names?  Thanks in advance and for all the incredible amount of work that must have gone into getting these game to mesh together like this.  Even if they share the same basic engine it could not have been easy by any stretch of the imagiation.  :D

I hope you guys eventually put this up on Nexus so that you can get a couple of FOTMs.

thermador
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nathanj wrote:

nathanj wrote:

How horribly mangled would my game be if I used the Alternate Start mod?  There is an option to start right out of Doc Holiday's house.

Very mangled.  Right now TTW only supports starting in one place - Vault 101.

nathanj wrote:

Also, I am using the New Vegas NMC mod do I also have to dl the FO3 version like I did with EVE or do all the texture files retain their original names? 

As it says in the FAQ, install Fallout 3 NMC textures, then overwrite with the FNV NMC files.  If you already have the FNV version installed, you can just install the Fallout 3 version without overwriting any files.  Same idea.

nathanj
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Ok thanks.  Sorry I missed

Ok thanks.  Sorry I missed some of the FAQ stuff I have just been scouring various threads and read that Familiar Friend had to be disable till after 101 so I got it into my head that it was only certain mods that actually needed to be disabled from the get go.

I was curious about NMC because FNV uses the same assets (exceptions being stuff like Sunset Sasparilla and NCR/Legion textures) but all the roads and buildings and caves and sewers looked like the same textures in FO3.

Hexo
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You are awesome! Thank you so

You are awesome! Thank you so much for this :D

Your installation worked perfectly, and the good old Fallout Mod Manager still works for the .fomod :) So far the mods I used from 2.2a also seems compatible, woohoo :D

Did I mention you are awesome? You.Are.Awesome :D

Toastbre4d
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Okay, solved not being able

Okay, solved not being able to patch the TaleOfTwoWastelands.bsa. It was actually quite simple: Run the installer with admin rights. Everything worked fine when I did that. Not shure why I didn't try that in the first place.

rickerhk
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Toastbre4d wrote:

Toastbre4d wrote:

 

Okay, solved not being able to patch the TaleOfTwoWastelands.bsa. It was actually quite simple: Run the installer with admin rights. Everything worked fine when I did that. Not shure why I didn't try that in the first place.

Step One of the install instructions say 'run as administrator'

http://taleoftwowastelands.com/content/alpha-download#Install

 

nathanj
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Is there a list of current

Is there a list of current things that aren't done yet?  I noticed that the skill checks are still the old FO3 percentages thing and wasn't sure if that was intentional or just something that hasn't been changed yet. 

Risewild
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nathanj wrote:

nathanj wrote:

 

Is there a list of current things that aren't done yet?  I noticed that the skill checks are still the old FO3 percentages thing and wasn't sure if that was intentional or just something that hasn't been changed yet. 

No list exists , since there are really a LOT of things still to be done , "alpha version" is there for a reason .

About skill checks, fell free to check Retlaw mod/future TTW content here:

http://taleoftwowastelands.com/content/new-vegas-style-speech-checks-fallout-3-content-testers-needed-future-ttw-content

The more people using it and testing it, the better .

Computerrock1
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Haha! I go on vacation and I

Haha! I go on vacation and I come back to find the newest TTW has been released. What great timing!

reapman
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a quick issue

a quick issue

BSAopt 2.0.0 isn't working for me with 2.4 installer

i had to replace the BSAopt from 2.4 with 2.2a which uses the stable version, now its working without problems

Garuda002
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Keep up the good work guys.

Keep up the good work guys. This is one of my favorite mods of all time. Were you guys able to fix the mesh problem with the museum of history where it was supposed to be banners or statues on the outside?

chucksteel
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Yes but some other missing

Yes but some other missing meshes snuck back in!  there is a thread here that has a fix. Missing Meshes

dendito
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hi, when i hit install it

hi, when i hit install it goes untill there (see below) and stops and the install button is available to press again, i waited for 2hrs and didnt move... should i keep waiting or something is wrong?

[23/02/2014 8:07:39]    Checking for required files...
[23/02/2014 8:07:39]    All files found. Proceeding with installation.
[23/02/2014 8:07:39]    Building Fallout3 - Misc.bsa...
[23/02/2014 8:07:39]        Extracting Fallout - Misc.bsa...
[23/02/2014 8:07:39]        Done
[23/02/2014 8:07:39]        Deleting unnecessary files...
[23/02/2014 8:07:39]        Done
[23/02/2014 8:07:39]        Compressing Fallout3 - Misc.bsa...

TriOptimum
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Hi! Thanks for the mod and

Hi! Thanks for the mod and the installer! I haven't tried it yet because I've spent over a day waiting for the command line operations to complete then pressing enter each time to move to the next one. Each one doesn't take very long at all, but I minimize the window or walk away and it's twenty minutes before I can remember to hit enter again :P. I think the next version should have no 'press enter to close this window' prompt unless there is an error in that operation. Thanks again, and I can't wait for the next version :)!!

 

Edit: Just a note - after the isntaller finished making the fomods, NMM kept crashing near the end of installing the main fomod, so I had to use FOMM (with the replacement file). That worked fine :). Can the main install directory be deleted once the fomods are in place? Thanks again!

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Hello everyone! I just had to

Hello everyone! I just had to register myself to this site so I can thank you for such amazing work. 

I recently finished an 200+ hours playthrough with the latest version, did all DLC except Mothership Zeta and Broken Steel (kinda ran through Old World Blues though, only doing the absolute necessary), and had loads of heavy mods (Project Nevada, NVEC, the Someguy Series etc) and it worked 99% flawless! (as others mention Fallout 3 seemed much more stable than usual)

It was an amazing experience watching a young inexperienced vault dweller slowly turning into an old cowboy Clint Eastwood-like bounty hunter, who finally had enough of everything, put on his old dusty 101 vaultsuit, stormed the dam and made sure New Vegas stayed independent, haha!

Thanks alot!

 

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dendito wrote:

dendito wrote:

 

hi, when i hit install it goes untill there (see below) and stops and the install button is available to press again, i waited for 2hrs and didnt move... should i keep waiting or something is wrong?

[23/02/2014 8:07:39]    Checking for required files...
[23/02/2014 8:07:39]    All files found. Proceeding with installation.
[23/02/2014 8:07:39]    Building Fallout3 - Misc.bsa...
[23/02/2014 8:07:39]        Extracting Fallout - Misc.bsa...
[23/02/2014 8:07:39]        Done
[23/02/2014 8:07:39]        Deleting unnecessary files...
[23/02/2014 8:07:39]        Done
[23/02/2014 8:07:39]        Compressing Fallout3 - Misc.bsa...

 

Hi all, I'm new to this particular mod (I've been playing around with other stuff, mostly using NMM for about a year now) and I'm having this same problem.

Computer is running Win7 x64 with a Core i5 and 16 GB of RAM. Took a look at the install log, and it says that everything extracted fine, then it comes up with a bunch of missing files (about half are menu files, the others are assorted). I have two drives - a mid-size SSD and a 2TB HDD for my steam games and mods. Steam GotY for FO3, Ultimate Edition for NV (migrated after my Xbox died, and people like you make me so glad it did.)

I waited 2.5 hrs, and nothing happened. Then I realized it had made folders, but hadn't prompted for the .FOMOD. I'm running as administrator. Tried to zip those files and install with NMM - it said it couldn't find files, and crashed. Tried to install manually, missing the FO3 dependencies. This is when I found the install log. I made sure all mods for both games were disabled from NMM, then verified the game cache from steam. Same result. Shut everything down and restarted, manually deleted the .ini files for both games and ran the launchers to re-generate, had my wife try again this morning after I left for work. Same.

My guess is that I'm missing some required program, but I can't find which one. Any suggestions? Usually when this kind of thing happens, I'm missing something that will be obvious in hindsight. I really appreciate the support you guys are providing for this mod so far, and am really looking forward to seeing your work.

TJ
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The alpha download page lists

The alpha download page lists the required versions of vcredist and .net that you'll need.

"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."

Ustus
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TJ wrote:

TJ wrote:

 

The alpha download page lists the required versions of vcredist and .net that you'll need.

 

Alright, I'll re-install those when I get home, and see if that helps (that does sound like it would cause what I'm seeing...)

Ustus
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TJ - Thanks a bunch for the

TJ - Thanks a bunch for the suggestion. I ran a repair after a fresh download of each of the C++ libraries, and that cleared it right up. Just to provide you guys with some further information for troubleshooting someone else as green as me, I had to run the installer a second time because somewhere along the line the .esm it created while i was running it with an incomplete C++ library got used.

Needless to say (But I will anyway, to make sure you guys know) I'm extremely excited about this. Opening FO3 with NV mechanics has been really exciting so far. You guys have done something amazing just getting this running, and I can't wait to see what a group this dedicated has done with the combination itself.

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