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LaEspada
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goremand wrote:

goremand wrote:

 

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

Same here

Pavel
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TJ wrote:

TJ wrote:

 

 

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.

 

here you go:

http://pastebin.com/gJwngJi7

 

where would I look to see where my faction status is?

Runnerblank
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Thanks!
Thanks!

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

TJ
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Uploading a new version now.

Uploading a new version now. Fixed Evergreen Mills Bazaar and Empty Syringe.

Pavel: Your issues with 12.7mm SMG and the BOS are mod related. This mod doesn't even touch 12.7mm and I've combed through every record relating to the BOS looking for issues as well as getting Risewild to test on an unmodded game.

"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."

anstand
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Great job!

Great job!

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TJ: I have the issue with the

TJ: I have the issue with the 12.7mm SMG reload too, it only plays half the animation and makes the reload sound from some energy weapon. Looking at the entry, only the firing sounds have been changed, so I haven't any idea what the problem could be.

Also, the repair list for That Gun is broken. <error: could not resolve>

Install is vanilla TTW and udpate 1.06, if I disable the update the 12.7mm SMG reload is fine.

 

Risewild
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Will check the 12.7mm SMG in

Will check the 12.7mm SMG in my game, although it does sound like it is because of TTW Fixes.

Will be back later .

EDIT: Yep it seems that with TTW Fixes the 12.7mm SMG gets the reloading sound of a laser rifle if I am not mistaken (I didn't check in GECK I just listen to it for a bit ).

Pavel
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did some digging, for some

did some digging, for some reason, it ahs nothing to do with the contents of the mod, rather the mod is there at all

 

-removed all content from ttw.esm leaving it empty save for file header

--issue persists

-placed ttwfixes.esm at both the very front (after fnv.esm) and dead last

--issue persists

-deactivated esm in FOMM

-issue fixed

 

I am not sure what is going on

TJ
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I'll check the BSA for any

I'll check the BSA for any issues.

@Roy That Gun isn't broken, it's future proofed. The next version of TTW will have a repair list for That Gun that is not a FO3 NPC list.

EDIT: Turns out there was an overwrite. I'll have the 1.0.7 up shortly.

"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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Hi, I finally decided to give

Hi, I finally decided to give TTW a try and before playing I checked my files in FNVEdit for conflicts... I noticed that scripts MS15SidneyScript and StickyScript (0A02060E and 0A0295EC where 0A is Fallout3.esm load ID) altered by this fix are missing the part of the code that is used to remove companion wheel from temporary companions. This is especially visible in FNVEdit, when TTW_CompanionWheelFixesForReal.esp is loaded.

Oh, and thanks for your efforts on this :).

TJ
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I'll look into it, thanks.

I'll look into it, thanks.

"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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Thanks for the excellent work

Thanks for the excellent work on this TJ, you may have stood on the shoulders of giants, but without the determination to clamber up, such heady peaks would never have been scaled. 

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Ditto

Ditto

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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Thanks for the quick fix to 1

Thanks for the quick fix to 1.07 TJ, much appreciated.

 

RoyBatty
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Requested load order

Requested load order

http://pastebin.com/b4qaa2uQ

additional mod(s)

NMC's Textures Packs for Fallout 3 and Fallout New Vegas , Large+Washed out Wasteland+cleaned.

 

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TJ: I moved the

TJ: I moved the DLC05AlienPistol.nif to the Weapons\1HandPistol folder, and changed the Alien Atomizer entries to point there and that fixed the issue with with 12.7mm SMG for me and Pavel. The Atomizer still works properly too.

Still no idea why the reload sound for the Disintegrator won't play though.

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Ok, so after getting Rise to
Ok, so after getting Rise to help test some things I have come to the following conclusions   1. The reload sound for the Disintegrator is broken in 2.4, but is almost assuredly fixed in the SVN version. Rise uses the SVN and my fresh install does not. He has the sound and I do not.   2. As long as both the 12.7mm Sub Machine Gun and the Alien Destabilizer are both in the Rifle - Automatic (2 hand) group and both use reloadH, only one weapon will have the correct reload animation/sound.   3. The reason this became apparent in TTWFixes is that it included a "fix" from UF3P: Mothership Zeta: Fixed the Destabilizer not having the correct hand grip and reload/jam animation (Altered Weapon: DLC05WeapRifleUnique, New Mesh: _1stperson\2hahandgrip2_railwayrifle.kf, _1stperson\2hajamh.kf, _1stperson\2hareloadh.kf, _male\2hahandgrip2_railwayrifle.kf, _male\2hajamh.kf, _male\2hareloadh.kf) TJ uploaded a BSA without any of the files in the Meshes/Character folder and after testing the 12.7mm SMG, it was fine.   If anyone had checked the Destabilizer (at least since 2.4), they would have found it was using the 12.7mm SMG reload animations/sound. I guess this is a testament to how crappy people think the alien weapons are if the FUGLY AS HECK 12.7mm SMG is used more.

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

TJ
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Removed those files from the

Removed those files from the updated BSA. Still confused as to why I didn't get those issues but if it fixes it oh well.

"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."

plumjuice
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Attached and esp that changes

Attached and esp that changes the weapon type of the Destabilizer to that of the Disintegrator.

Just like the Disintegrator, I dont get the reload sound. I still dont know /why/ this is, but does seem to be fixed in the SVN as noted above.

EDIT Saw this issue mentioned in chat again so Id like to say very clearly that most of the trouble concerning this issue was miscommunication in chat, and talking about two separate issues at the same time.

Because the Disintegrator kept getting mentioned (missing sound), I suspect that when the animation issue was being checked by some people (me included for like, the first four times) they checked that gun instead of the Destabilizor.

If you have the 12.7mm SMG with correct reload anims, then you will have the Destabilizor with 12.7mm SMG anims, and vice versa. This is due to the (stupid) way animations are handled. AFAIK Reload anims for both guns were unique in their respective games (ReloadH and Rifle - Automatic) but with TTW they share it.

File Attachments: 

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

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Another thing I noticed...

Another thing I noticed... the FormID list RepairHatPrewarHat (000be9f7) adds one hat to the list, but removes 7 others. This may be intentional, but I didn't find any reason for that, because that 7 hats are not anyhow unique or special.

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hey guys thank you for making

hey guys thank you for making this conversion. i have a question does this bugfix inclued all of the hotfixes what are on the Alpa download?   

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Kennethelliot2014 wrote:

Kennethelliot2014 wrote:

 

hey guys thank you for making this conversion. i have a question does this bugfix inclued all of the hotfixes what are on the Alpa download?   

Have been meaning to ask this exact thing myself.

If life is but a test, where's the damn answer key?!?!?

TJ
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This has been asked several

This has been asked several times. No, it doesn't include the hotfixes. The hotfixes are for TTW. This pack is for issues in the vanilla games.

"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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Hi Tj

Hi Tj

I like this bugfix patch that way I dont have to have other patches installed and just use this one. But it is called TTW bugfix patch. I think it would be a good idea to include all the hot fixes in this patch so that the vanilla bugs can be fixed and TTW bugs could be fixed all with one patch instead of 5,6 or 7 different ones and on the TTW download page it could be linked directly from there. It is even being called official so it doesnt really make any sense that it doesnt have the TTW hotfixes in it. Great job still even without the TTW Hotfixes in it. Keep up the good work

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If you had bothered to think

If you had bothered to think about it for 10 fucking seconds you would have realised that the hotfixes on the download page will get included in the next version of TTW. They would then need to be removed from TTWFixes. Redundancy is retarded.

You would have also realised that TTWFixes is a combination of UF3P and YUP (with a handful of other small fixes iirc). Why would an amalgam of two vanilla bugfix patches contain fixes for the TTW esm?

It is given the official title because it is the bugfix compilation endorsed by the TTW team.

If it included the hotfixes it would be WORSE than it is now, not better.

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

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eman17j wrote:Hi Tj

eman17j wrote:

Hi Tj

I like this bugfix patch that way I dont have to have other patches installed and just use this one. But it is called TTW bugfix patch. I think it would be a good idea to include all the hot fixes in this patch so that the vanilla bugs can be fixed and TTW bugs could be fixed all with one patch instead of 5,6 or 7 different ones and on the TTW download page it could be linked directly from there. It is even being called official so it doesnt really make any sense that it doesnt have the TTW hotfixes in it. Great job still even without the TTW Hotfixes in it. Keep up the good work

/zen. Funny timing.

"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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Will or does this fix the

Will or does this fix the Winterized T51b powered armour being indestructable?

TJ
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I *think* so, but I'd have to

I *think* so, but I'd have to check to be sure.

"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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It doesn't reduce the health

It doesn't reduce the health on the Winterized T-51b.

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

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I'll have to adjust that then

I'll have to adjust that then. Thanks, Ret

"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."

paragonskeep
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The Winterized T-51B doesn't

The Winterized T-51B doesn't have the wrong "health" it's the wrong model. The simulation model was put in the bunker instead of the wasteland variety. If health is reduced wouldn't that effect the simulation aspect? Or am I looking at this wrong?

@TJ sorry about the TTW hotfix question. As Plum put it so eloquently and that makes perfect sense. Brain fart and all on my end

FNVEDIT( ID 07001F09 is the one from simulation placed in bunker health 9992000/  ID0700c18d wasteland variant health 1000. Helmets too 07001F08 simulator/ 0700C18E wasteland

If life is but a test, where's the damn answer key?!?!?

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Yeah I know the issue and

Yeah I know the issue and what needs done. I thought I'd taken care of it during the merge. I'll do that for the next update.

"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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The Heartless and Cardiac

The Heartless and Cardiac Arrest perks still use the Animal group rather than the Robot group in regards to lowering the crit chance.

It seems to be from 8.1, so thats why it hasnt been fixed.

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

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I'm a guy with the Old World

I'm a guy with the Old World Gourmet perk right now, and I noticed Scotch wasn't healing me like the other fancy drinks. It looks like ttwfixes adds a condition to the healing that makes it not work in hardcore, can't imagine why.

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Oh Eman, you did a Zen. The

Oh Eman, you did a Zen. The good news is I am trying to get a working merge of the hotfixes. #RuleOfOned

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excuse my ignorance, but did

excuse my ignorance, but did this get rolled into 2.6.3a?

what sort of dangers am I to encounter for running both together?

thanks,
orik

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No, TTW fixes is not and

No, TTW fixes is not and likely will never be rolled into TTW. It changes things that aren't categorically necessary, and we are trying to keep TTW as low impact as possible.

TJ
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As Jax said. We came to the

As Jax said. We came to the decision awhile back that while this is endorsed by the TTW team, it is - and should be - a stand alone mod. It likely wont ever be included as an optional file for TTW either, for that reason.

"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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Thanks for clearing up my

Thanks for clearing up my confusion;

I had been given some misinformation.

-orik
 

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There's something wrong with

There's something wrong with your navmeshes (or my load order :P). My followers were barely able to follow me until I removed the navmeshes from your mod. So, two questions, what could be wrong with the navmeshes and what would removing them do?

Just some stuff.

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I didn't make the navmeshes,

I didn't make the navmeshes, I don't know how. It could be a conflict with one of your mods, but you probably already knew that.

"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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While making my merged patch,

While making my merged patch, I noticed TTWFixes.esm sets the Karma rating of every creature in the game to 0, a change from every other .esm including FalloutNV.esm's rating of -500. 

 

Is there a reason for this? Does it have any affect on gameplay such as aggression level or aggro distance, or is it just a number basically for roleplay? Curiosity has me on this.

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An enemy's karma determines

An enemy's karma determines if the player receives positive, negative, or no karma for killing them. So by setting all animals and creatures to karma 0, the player no longer receives karma for killing them.

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Ahhh that makes a lot of

Ahhh that makes a lot of sense, thanks. Must be impossible to play an low karma character without TTWFixes since killing a pack of ghouls puts you at 1000 karma!

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TJ wrote:

TJ wrote:

TTW Version Compatibility: 

v2.4

Hello. 

I suppose/hope that it's also compatible with TTW 2.6.3a.  If that's the case, can we update it in the first post, to avoid people wondering?

Thanks!

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Heya TJ, just to report that

Heya TJ, just to report that Roy found out that for some reason the Tool Cabinets are giving an extra sound when they open and close (large metal door sound or something), so they make two sounds at once when opening and closing.

Roy found out it is TTW Fixes that makes this happen .

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Fixed. Thanks for figuring

Fixed. Thanks for figuring that out fellas.

"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 job, great keeping this

Nice job, great keeping this updated!

A few negligible things I noticed:

Ammo308JSPHandLoad has the penalty it's supposed to have for durability removed

AmmoMicroBreeder is missing its bonus against DT

A number of glasses had the 4 eyes enchantment removed, so they will no longer give bonuses to the player with the trait.

Ranger hats are missing the equip sound

That Gun refers to an invalid repair list

Also another vanilla bug, DLC03EncounterRCPPMarker needs to be set to initially disabled it gets enabled in the a script in MQ5

This also misses the bugfixes to the preorder weapons ie adding them to some of the formlists. Since the preorder items are all injections you can add them to their appropriate formlists and such without needing them as masters

Lucky 8 ball had it's On Drop block (MS01Lucky8BallScript removed, so you will have the Luck bonus permanently even without the 8 ball.

AVPoisonResist is overriden but still misspelled :P

A skill book (01011B5A ) is moved from  the Puesta del Sol into Tenpenny Tower

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Hehe found a few of these

Hehe found a few of these last night when I was digging in it. Some other stuff is...

The water bottles were given the soda/alcohol pickup/putdown sounds. Seems incorrect to me because the bottles are plastic not glass.

Several of the melee weapons have the DT/DR ignore effect removed.

 

TJ
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Thanks fellas, I'll get these

Thanks fellas, I'll get these taken care of with one exception:

That gun references a repair list that was supposed to be listed in TTW 2.6 but for whatever reason didn't make it in. It will be in the next release, and it shouldn't cause any crashes so I'll be leaving it.

EDIT: Most of Kai & Roy's requested (and needed) fixes are now in and uploaded. Changelog is current as of today. Please let me know if you find anything else that needs done and when I get a chance I'll start back porting the newer fixes from YUP/ uUF3P.

"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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