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RoyBatty
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TTW EVE

Energy Visuals Enhanced / Essential Visual Enhancements

This mod is a combination and merge of the two mods for Fallout 3 and Fallout New Vegas

Thanks to WeiJieSen for Permission to make this project.

File Attachments: 

TTW Version Compatibility: 

v2.6

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Edited by: RoyBatty on 09/10/2014 - 15:21
Alexcroww
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Seems prefect great job Roy

Seems prefect great job Roy

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I noticed a bit of an issue

I noticed a bit of an issue as I tried to install this; the TWW MMM + EVE + Project Beauty patch has EVE.esp as a master file, and ONLY that particular patch, which is the one I want to use.

 

However, FO3 EVE comes shipped with the Paradox merger doohickey, therefore there is no such file in the most recent version of FO3 EVE.

 

I repeat: TWW MMM + EVE + Project Beauty is the only version of the patch that has EVE.esp flagged as a master, and it shouldn't...I think.

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That could probably be solved

That could probably be solved in about 10-15 seconds after loading up FNVEdit.

RoyBatty
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Actually all the patches were

Actually all the patches were broken, re-uploaded the archive.

Thanks for letting me know. =]

 

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Looks great, thanks Roy. Can

Looks great, thanks Roy. Can't wait until I can get home and try this out 

[insert clever quote here]
RoyBatty
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Another update, should be

Another update, should be final version now.

 

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Final Final version uploaded,

Final Final version uploaded, fixed broken Robot voices.

Thanks for VladAndersen for the bug report.

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Thanks for this, can't wait

Thanks for this, can't wait to give it a whirl, flash, and kaboom!

RoyBatty
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There are still some issues

There are still some issues with some of the FO3 guns and iron sights. I'm looking into it and I will do my best to learn nifskope well enough to add sight nodes to the stuff that needs them.

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Well, if you learn how, maybe
Well, if you learn how, maybe you can tell us how to fix the Lever Action Rifle and related weapons ;-). https://taleoftwowastelands.com/content/lever-action-rifle-hand-blocking...
RoyBatty
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I decided to forego the Iron

I decided to forego the Iron Sight thing with the broken ones since they have large protrusions that will block your view no matter what.

Those weapons fire like the Fallout 3 counterparts now. As far as I know they are all fixed and the unique ones have the correct ammo lists and strength/skill requirements. I'll probably make a few little patches for AWOP (both DC and NV), PN, and CFW too. As per my usual M.O. I will make it so that the patches can be merged easily for those of you who want to keep your plugin count down.

First post updated.

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Thanks, Roy. Better to have

Thanks, Roy. Better to have functionality than inconvenience for the sake of extra ironsights, imo. 

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I found some broken texture

I found some broken texture path's in a few of the FO3 EVE meshes which can cause CTD. I fixed them and uploaded them in the first post.

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I found some broken

I found some broken references in the new version. The file "EVE FNV - ALL DLC.esp" has a few weapons that use missing reference ammo. These are all weapons that used to use the alien ammo.

RoyBatty
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They used to point to

They used to point to DLC05AmmoAlien "Alien Power Module" [AMMO:0B00160C] (in zeta.esm)

Now they point to TTWAmmoListAlien [FLST:0C018019] (in taleoftwowastelands.esm)

Perhaps this list is not in 2.6.3... I apologize if it's not. It will be there in the next release. =]

 

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I knew I wasn't going insane!

I knew I wasn't going insane!

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Reverted the ammo lists back

Reverted the ammo lists back to 2.6 temporarily.

Fixed the Nuka Cola sign and Vending Machine electric noises and Halogen light noises. I just removed them because I found them annoying and none of the weapons make use of them.

 

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It seems the plasma rifle you

It seems the plasma rifle you get from Harkness is really off w/ the iron sights, you have to go into 3rd person to see what you are shooting, but everything else on its fine.

Derp
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One other thing. You might

One other thing. You might want to incorporate the relevant changes from the bugfix pack into this mod.  There's a bunch of good changes that are being overwritten with TTW defaults.

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@darious24555 : Ah that one

@darious24555 : Ah that one escaped my flagging it not to use 1st/3rd person IS animations. Well you can patch that yourself real quick in Edit by adding those flags.

Someone else is working on adding iron sights to all the models, so hopefully I can make an update where everything has proper sights soon.

@theqmann : I'm not adding any fixes or making a patch for it until the next version of TTW is released and the next version of Fixes is released.

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No worries, I wasn't

No worries, I wasn't proposing that it be done immediately, just eventually. :)

RoyBatty
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There's a bug with the reload

There's a bug with the reload animation of A3-21's plasma rifle, change the animation type to Rifle - Energy (2 Hand) in edit to fix it.

This will be included in the next release when TTW is updated so I don't have to maintain two different versions.

 

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If I understand this

If I understand this correctly the current version of the TTW EVE Patch can be installed per the instructions, correct?

What about the EVE compatibility patches for Project Nevada and WMX?

Sorry for the newbie question. Thanks in advance.

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EVE will work yes, as for PN

EVE will work yes, as for PN patch, that should be fine. WMX... don't think so.

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Are the mesh fixes still

Are the mesh fixes still relevant, when I attempt to copy them over, the files they would replace are a day newer, and u do not mention the mesh fixes in your instructions.  Also, i use robco certified, will this work for me?  He has a patch for his fallout 3 version for robco certified, but I assume u used the NV esp as your base?

RoyBatty
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@Cannar

@Cannar

The mesh fixes are still relevant for now yes. There will be more too as I find more bugs in a few of them.

Which Robco Certified conversion are you using? I can make a patch for it.

 

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I use the NV version of Robco

I use the NV version of Robco Certified 1.12: 
http://www.nexusmods.com/newvegas/mods/43331/?tab=2&navtag=http%3A%2F%2F...

And the TTW Robco Patch:  
http://www.nexusmods.com/newvegas/mods/50009/?tab=1&navtag=http%3A%2F%2F...

Thanx man, I appreciates it.

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Cannar, any reason why you

Cannar, any reason why you don't use the latest RobCo version of 1.24 instead of 1.12? The changelog says there are fixes and things. I know it says beta but I always play this latest version and haven't noticed any problems (not to say that there aren't, I just haven't noticed them if there are).

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Cause it said beta with

Cause it said beta with little testing.  When I come across something like this I normally look at number of downloads too.  I figured I would give it a try if I encountered any bugs.  The patch I was concerned about, is the roboco patch on the fallout 3 downloads page for EVE.  It might not even be an issue though, the description of the patch is:

"Compatibility patch to get Talkie Toaster's spectacular Robco Certified mod working with the "Paradox" version of EVE, FWE, and mothership Zeta DLC (requires all 3)."

What is FWE?  I havn't yet installed this EVE, because I use Robco, I was just inquiring to see if the two were compatible because Talkie Toaster had made this patch.

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FWE stands for FO3 Wanderers

FWE stands for FO3 Wanderers Edition (http://www.nexusmods.com/fallout3/mods/2761/?)

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Are u using EVE with Robco

Are u using EVE with Robco WizardofAtlantis?  Have any trouble with it?

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Cannar, I always use EVE and

Cannar, I always use EVE and RobCo Certified together. Haven't noticed any problems, really. The Fallout: New Vegas versions of these mods don't have any patches/problems, as far as I know. Mods are often friendlier in FNV than in FO3. :)

The EVE and RobCo patch you're talking about is for Fallout 3 mods, so you don't need it here.

If in the merging of the two EVE's, there is a need for a patch for the F:NV version of RobCo, then I'm sure what RoyBatty could make would be what is best (if something is needed).

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If something is needed I will

If something is needed I will take a look, I have higher priorities right now however. Senterpat is also more than capable of making a patch or updating the current one. I would suggest trying it and see if there is any issues, which I doubt since I did not change anything significant about the NV side of EVE. If it's adds things that come from the Fallout 3 side of EVE, then yes it probably would require a patch.

 

 

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Great conversion, great to

Great conversion, great to see some love for EVE in TTW. But would there be any option to revert back to the original flamer mesh? 

<p>Glug glug glug glug glug glug! - the Vault Dweller</p>
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You can do that very easily

You can do that very easily in FNVEdit, just drag the original mesh entry over in the weapon's form. Take you about two seconds to do.