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TrickyVein
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So in other words what I

So in other words what I uploaded is completely useless. 

Well at least that's something. I'll resume investigating.

TJ
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This... is odd.

This... is odd.

"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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repeatedly CTD'd at this

repeatedly CTD'd at this point, facing the library there.  double-checked to make sure it was the fixes esp that was the problem, forgot to bring my LO in case it's bad interaction with other mods.  Also, i was unable to zone into marigoldstation02, the queen's hatchery.  i haven't been back yet to doublecheck that one yet, though.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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Ok I went to check this out a

Ok I went to check this out a bit, I get no crashes near Arlington Library:

But I do get a CTD trying to enter the Marigold Station caves, just like Puppettron described even after I disable the TTWFixes.esm the crash still happens. The CTD disapeared after I got rid of all the loose files that come with this bugfix.

I will try and pinpoint which file is causing this Marigold station caves crash, if I get any info I will post it here.

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I found which mesh is

I found which mesh is crashing the Marigold Station Caves, it is the 10mm ammo one: (\Meshes\ammo\10mmammo.nif).

No more CTD after I removed that ammo folder (which only has the 10mmammo.nif file in it).

I ask anyone that get crashes with this bugfix pack on to remove that folder from their Meshes directory and see if the crashes stop, if they don't please tell me where more crashes happen so I can do the hard work and find the faulty file(s) .

Thanks

                                                     Risewild - TTW Team Lead Tester

TJ
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Thank you rise, and that's

Thank you rise, and that's probably common enough to hopefully be causing the issues in the other locations too.

 

New file uploaded. Removed the mesh listed above and packed the assets into a .bsa file. Update and try it out, I want to get this fixed before proceeding.

"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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I have the feeling that might

I have the feeling that might also be what is causing the Arlington Library crash for Puppettron, since there is a Pulowski preservation shelter right next to the left side of the Library Entrance with a 10mm Pistol and some 10mm Ammo boxes inside and in my game those things are long gone . So once the game tries to load the Ammo boxes mesh... CTD!

Will get the new version now and tomorrow will test it around.

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It was what was also causing

It was what was also causing Vikki and Vance to fail to load in my game. I guess it just did an infinite load loop instead of crashing because I use NVAC.

30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.

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That's great that you

That's great that you isolated it to the 10mm ammo, Rise. 

Opening up the .nif actually causes Nifskope to crash which is the first time that's ever happenend in my experience. 

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Fixed my issues in Rivet City

Fixed my issues in Rivet City and near the Citadel.

Fantastic job!  I was trying to brute force it by renaming meshes and loading, but I was focusing on architecture objects.

I didnt even consider ammo. 

Risewild is a gentleman and a scholar.

~ hi

TJ
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Updated... again. Added a few

Updated... again. Added a few fixes I forgot from TrickyVein and Retlaw.

"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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So I don't know where to post

So I don't know where to post this, but this looks close enough.  I just started a new TTW game, about 1-2 hours in. The only mods I have are TTW, 4GB New Vegas, This bugfix, and freeside open.  I think I have my order for these correct with everything in order as I typed it, except 4GB.  I got to Megaton and went into My Megaton House, dropped some stuff off and when I left, I could go about 2 secs to the left or the right and I would get CTDs.  Tried to Fast Travel and I would get CTDs when i did that aswell.  So I loaded a previous save did almost the same things as before, and nothing happened, but now on the way to Springvale I get CTDs.

I am not modder, but from what I read about the mods I have. Either I have a memory problem and 4GB is not working or these are all bugs.  If they're bugs I will try to recreate the scenario I was in to get CTDs and tell you all about them so can fix them.

 

Thanks for reading, and I hope you can help me.

TJ
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Please attach your load order

Please attach your load order. Also if you don't have a merged patch make one and try playing with it enabled to see if there's any change.

"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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My issue with Rivet City is

My issue with Rivet City is fixed too.

“Beyond the reach of human rage
A drop of hell, a touch of strange ...”
- The Gunslinger

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My load order, and what do

My load order, and what do you mean "merged patches" TJ? I am not a modder so I do not what that is and if I did know I would not know how to do that.  Sorry for the length of the post. I tried to attach a file but it wasn't working for me so copied and pasted the file below.

GameMode=FalloutNV   FalloutNV.esm=1 DeadMoney.esm=1 HonestHearts.esm=1 OldWorldBlues.esm=1 LonesomeRoad.esm=1 GunRunnersArsenal.esm=1 CaravanPack.esm=1 ClassicPack.esm=1 MercenaryPack.esm=1 TribalPack.esm=1 Fallout3.esm=1 Anchorage.esm=1 ThePitt.esm=1 BrokenSteel.esm=1 PointLookout.esm=1 Zeta.esm=1 TaleOfTwoWastelands.esm=1 TTWFixes.esm=1 FreesideOpen.esm=1 TTW_XPReduction.esp=1 TTW_SuperMutantRebalance.esp=1 TTW_StashPackOptions.esp=1 TTW_OutcastTrading.esp=1 TTW_Bobbleheads.esp=1 TTW_AnchorageCustomization.esp=1 FreesideOpenPatch.esp=1 ttwfreesideopenpatch.esp=1  
chasing
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The fix I mistakenly posted

The fix I mistakenly posted on Kai's "Dialogue Bugs" post, does however apply to this bugfix, I think.

Is anyone else having trouble trading/talking to Scavengers?

The code YUP added for a default response, incorrectly affected certain NPCs, like Scavengers.  Yukichigai fixed it in v8 by narrowing it to a specific voice type:

"Corrected a problem introduced by the default "<says nothing>" response... I've limited the response to ONLY the affected voice type from FNV (MaleAdult06)."

“Beyond the reach of human rage
A drop of hell, a touch of strange ...”
- The Gunslinger

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I am also noticing the issue

I am also noticing the issue with scavenger dialog.

One specific example I can think of is the scavenger in Lucky's.

Definitely displays the <say nothing> dialog option that was indicative of YUP's last version.

 

~ hi

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Yeah 1.2 fixed my issue

Yeah 1.[0.]2 fixed my load hang issue

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Am I the only one having

Am I the only one having trouble with this and Dead Money. Attempting to go into the Villa Police Station either crashing new vegas or I end up with bizarre lighting issues and I cannot see beyond the part of the room I am in with doorways looking like voids along with a large NVAC log after I quit.

TJ
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delta534 wrote:Am I the only

delta534 wrote:

Am I the only one having trouble with this and Dead Money. Attempting to go into the Villa Police Station either crashing new vegas or I end up with bizarre lighting issues and I cannot see beyond the part of the room I am in with doorways looking like voids along with a large NVAC log after I quit.

Load order. I've not done DM in awhile, and nobody's reported it until now so...

"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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I was able to replicate the

I was able to replicate the issue with this load order on my system.

 

 

I was able to fix the issue through removing some ITM records from TTWFixes.esm. They were the Dead Money Cell and Worldspace records that the geck sometimes likes to add for no reason. Why it fixed it I have no clue.

TJ
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Interesting. I'll have to

Interesting. I'll have to deal with that when I update again (hopefully in the next couple of days.)

"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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I noticed, looking through

I noticed, looking through FNVedit, that there's a few entries trying to reference things from Honest Hearts that are considered deleted, i.e.:

Cell > Block 4 > Sub-Block 3 > 00157A92 <NorthernPassageINT> > Persistant > 00157A93 (Placed Object) > Deleted in HonestHearts.esm
Cell > Block 4 > Sub-Block 3 > 00157A92 <NorthernPassageINT> > Temporary > Multiple items, deleted in HonestHearts.esm

This is using the default load order for TaleOfTwoWastelands. I haven't gone all the way through the TTWFixes patch yet to find more, but I figured I ought to mention something.

I have not modified any of the default .esm or .bsa files in any manner, they're all from the latest installer of TTW. (edit: Alpha Download v2.4a to be precise.)

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Make game crash when I choose

Make game crash when I choose weapon in my box on big T

TJ
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stygmats wrote:Make game

stygmats wrote:

Make game crash when I choose weapon in my box on big T

Wait, what? Explain a bit better and spoiler a load order so I know what you're talking about.

"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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i also got the DM CTD issue,

i also got the DM CTD issue, was coming by to report it, but the other guy got here first.  didn't go venturing around much, loaded the villa just fine, but attempting to load into police station caused crash.  uninstalled fixes and had no issue.  i didn't bring my LO though, sorry.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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Hi

Hi

JT ==> Sorry I speak English very bad, I can't more explain in English

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Google Translate

Google Translate

stygmats
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You don't be affraid lol

You don't be affraid lol

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got a ctd loading into

got a ctd loading into evergreen mills bazaar today, after uninstalling it worked fine.  reinstalling inside the mill after exiting the bazaar made the front door not work.  coc'd out and haven't had a problem since.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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I'm getting the same issue

I'm getting the same issue trying to get into the bazaar

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Just wanted to report the

Just wanted to report the same dead money lighting issues in the police station just running ttw with the fixes mod.

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I do seem to have the bazzar

I do seem to have the bazzar issue with just TTW+TTWFixes.

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Puppettron wrote:

Puppettron wrote:

 

got a ctd loading into evergreen mills bazaar today, after uninstalling it worked fine.  reinstalling inside the mill after exiting the bazaar made the front door not work.  coc'd out and haven't had a problem since.

Seems like I have the door to enter Evergreen Mills Foundry not working. Activating the door just makes a sound and nothing else happens (no CTD and I can continue playing as normal, it just won't let me go inside).

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i brought my LO today, haven

i brought my LO today, haven't had any issues since evergreen mills, but i figured you'd want to see the LO anyway.  am playing though HH at present, so if i have problems there, i'll let you know.

 

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

TJ
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Thanks everyone for the bug

Thanks everyone for the bug reports. I've been working on TTW, a bit on DarN, and a bit on my Overhaul mod - and fixing the issues I've seen in this. Will start going through the reports in this thread when I get time to actually dedicate to modding/ bugfixing.

"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."

Risewild
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Risewild wrote:

Risewild wrote:

 

Seems like I have the door to enter Evergreen Mills Foundry not working. Activating the door just makes a sound and nothing else happens (no CTD and I can continue playing as normal, it just won't let me go inside).

 I fixed this problem by deleting the "TTWFixes.esm \ Door \ 060155BF <DoorCollision01>" using FNVEdit.

Hope this helps, now that I am able to go inside the foundry I have the CTD trying to enter the bazaar, so I will try to find the reason for that crash when I have time.

EDIT: Found out that I stop CTD if I delete "TTWFixes.esm \ Cell \ Block 8 \ Sub-Block 8 \ 06029034 <EverGreenMillsBazaar>" using the FNEdit.

Again hope this information helps in any way .

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when i zoned into Cueva

when i zoned into Cueva Guarache in Honest Hearts, everything was at the entrance.  i had a screenie of it, but it appears to have not saved.  and by "everything" i mean all the mobs, non-static objects, clutter... everything.  it was a pretty spectacular screenie, i wish it'd saved.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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delta534 wrote:

delta534 wrote:

 

Am I the only one having trouble with this and Dead Money. Attempting to go into the Villa Police Station either crashing new vegas or I end up with bizarre lighting issues and I cannot see beyond the part of the room I am in with doorways looking like voids along with a large NVAC log after I quit.

Getting the same effects here in the Villa Clinic.

EDIT: To fix this I removed all Dead Money cell references in TTWFixes.esm using FNVEdit.

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TJ wrote:

TJ wrote:

 

 

delta534 wrote:
Am I the only one having trouble with this and Dead Money. Attempting to go into the Villa Police Station either crashing new vegas or I end up with bizarre lighting issues and I cannot see beyond the part of the room I am in with doorways looking like voids along with a large NVAC log after I quit.

Load order. I've not done DM in awhile, and nobody's reported it until now so...

 

This is an issue for me as well, in addition this issue is not caused by TTWfixes alone

it is replicated when using nevada skies ttw edition

so whatever changes ttwfixes and nevadaskiesTTWedition share may be what is causing the issue

This might also ahve something to do with interiorlightingoverhaul, as I ahve had this issue earlier, and disabling either nskies or ILO fixed the issue

perhaps that will help you isolate the issue?

TJ
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Updated. See changelog in

Updated. See changelog in first post for more information.

"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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Nice work TJ

Nice work TJ

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Puppettron wrote:

Puppettron wrote:

 

when i zoned into Cueva Guarache in Honest Hearts, everything was at the entrance.  i had a screenie of it, but it appears to have not saved.  and by "everything" i mean all the mobs, non-static objects, clutter... everything.  it was a pretty spectacular screenie, i wish it'd saved.

Yep I got this too, but as an addition, I was also situated inside that pile of enemies and junk, and couldn't move out of it, even with the collision off I still couldn't move and still couldn't after using the console to disable everything around me including all the enemies and junk I have no idea why this is happening.

EDIT: Here is some pics of what it looks like:

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^ yup, that's what happened

^ yup, that's what happened to me, including the screenies.  although i'd gone to 3rd person and rotated around so that you could see that every-gd-thing was right there

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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I'm gonna look into it, I

Updated once again. That should be all reported errors so far.

"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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some things I have found with

some things I have found with the recent patch:

 

-Broken steel sets your alliance to the NV BOS instead of the DC BOS causing certain members of the NCR to be hostile

-reload anim and sound for 12.7mm SMG is changed to that of the alien disintegrator

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Hope this mod fixes Sergeant

Hope this mod fixes Sergeant RL3 who for me is currently not attacking.

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Weight of Empty Syringe is

Weight of Empty Syringe is increased dramatically, from 0.005 to 1.

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Pavel wrote:some things I

Pavel wrote:

some things I have found with the recent patch:

-Broken steel sets your alliance to the NV BOS instead of the DC BOS causing certain members of the NCR to be hostile

-reload anim and sound for 12.7mm SMG is changed to that of the alien disintegrator

I'm gonna need a load order from you before we proceed. I dug through scripts, quest stages, and a lot of the dialogue over the last few days and could not locate where the BS issue was occuring. So then asked risewild to check it out and verify the issue. He did so on a new save, and could not reproduce. So I'm thinking you may have an unrelated conflict - but again, I can't be sure without seeing what you're running.

"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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Appletart wrote:

Appletart wrote:

 

Hope this mod fixes Sergeant RL3 who for me is currently not attacking.

I had a similar issue - as did Pavel - with ED-E - turns out EVE was causing the problem - if you've got EVE installed - open up FNVedit - stick 0003a3f1 into the formid box and have a look at the embedded weapons - may be that RL-3 is suffering from the same issue as ED-E - no EVE installed then you can totally ignore everything I've just said!

THIS IS PAVELS WORK - His work - HIS fix!

"Time you enjoyed wasting, isn't wasted time" - Beatrix

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