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TJ
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TTW Fixes: Official bugfix pack for TTW

This mod is for vanilla FO3/FNV only, it does not and will never attempt to fix TTW issues.

This new version will require a new game. If you don't start a new game and have issues I can't help you!


I'm not much on making big sexy mod description pages, so I'll just say 99.5% of the credit goes to Yukichigai and his upstream sources (for YUP) as well as BenWah, Quazzy, and hairylegs222 and their upstream sources (uUFO3P.) Additional credit goes to AWZ, DekoMan91, sesom, tunaisafish, & Urbex and of course the TTW Team. Without all those people this mod wouldn't exist.

This mod is an all in one bugfix pack built specifically for TTW. Nothing else is required.

This needs to be as close to the top of your load order as possible. Right under TTW.esm would be best.


Note for everyone who doesn't read the description:

This does not fix TTW bugs, it fixes Vanilla Fallout 3 and Vanilla Fallout New Vegas and their DLCs bugs, you still need the TTW Hotfixes located on the bottom of the TTW Alpha Download page. (Risewild)


 

File Attachments: 

TTW Version Compatibility: 

v2.7

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Edited by: thermador on 10/21/2014 - 13:38 Reason: Uploaded version 2.
chasing
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Works good for me    Thank

Works good for me    Thank you!

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

tizerist
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I thought this was an upgrade

I thought this was an upgrade of this mod conversion:

http://taleoftwowastelands.com/content/yup-compatibility-patch-ttw

until I checked and saw that they were different. It would be interesting to get a heads-up on the differences between these two mods, if possible, apart from that mod requiring four files, and this mod requiring only one.

edit: This one is three times bigger, that kind of tells you lol.

TJ
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This is the oft mentioned but

This is the oft mentioned but never before seen official TTW bugfix patch.

commoner31
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Been lurking since right

Been lurking since right after this mod left the Nexus.

Never felt the need to participate.

But then this happened and I signed up specifically to say thank you.

Thank you for combining those two massive bug fixes. 

For what is worth, please know that I appreciate it.

~ hi
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+1 Karma and 5 stars for

+1 Karma and 5 stars for combining two large mods with multiple esps into one mod.  I hope that is an upcoming trend since a TTW game can get quite bloated faster than a lone F03 or FONV game.  If or when I ever learn to mod, I will make sure to practice what I preach.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

TJ
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Mods are made like that for

Mods are made like that for people who don't have all the DLCs, which I totally understand. TTW doesn't have that problem since all the DLCs are required. Any time I work with modular mods I merge them into one plugin for that very reason.

chasing
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As YUP is updated, will those

As YUP is updated, will those changes be rolled into this bug fix?  If I'm not mistaken I think this is based off v7.2, but it's at 8.3 now, which now includes the 4 fixes he was having a hard time getting permission for and a modified version of MM x.93, etc.

P.S. Thank you TJ for patiently answering all my questions about this mod in chat yesterday.  I don't remember if I asked this question already, or if so, what the answer was. I apologize in advance if you need to repeat yourself.

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

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The YUP CP is for using YUP

@tizerist: The YUP CP is for using YUP with TTW, while this patch is entirely standalone, so very different things :)

 

Very nice job TJ, looking through all the changes this is a very good and tidy conversion/merge of alotta fixes. 

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Thanks TJ for the explanation

Thanks TJ for the explanation of the extra mod esp/esm requirements!  Thanks Kai for the second pair of eyes!

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

TJ
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Kai Hohiro wrote:@tizerist:

Kai Hohiro wrote:
@tizerist: The YUP CP is for using YUP with TTW, while this patch is entirely standalone, so very different things :)

Very nice job TJ, looking through all the changes this is a very good and tidy conversion/merge of alotta fixes.

Appreciate that. The end result of things like this is usually what gets admired, so it's quite refreshing when someone looks under the hood.

tizerist
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There seems to be a hanging

There seems to be a hanging load when you are in Tenleytown/friendship station metro tunnels, exiting onto Chevy Chase. Anyone else got that?

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Noted, will look into it

Noted, will look into it shortly.

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Hey TJ I recall the author of

Hey TJ I recall the author of YUP seperating the NPCs edits into an ESP in 8.0 to fix the white faced NPC issues some were having.

I haven't experienced this myself but doing that seemed to fix it for people, as this is one ESM it might cause issues.

chasing
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The alternative to separating

The alternative to separating the NPC fixes into an ESP is to enable a setting in the INI file (bLoadFacEGenHeadEGTFiles=1), but that apparently causes issues for some people.

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

TJ
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chasing wrote:The alternative

chasing wrote:
The alternative to separating the NPC fixes into an ESP is to enable a setting in the INI file (bLoadFacEGenHeadEGTFiles=1), but that apparently causes issues for some people.

 

That's mandatory for TTW. Remember the alpha download page?

 

chasing
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It's been a couple months

It's been a couple months since I installed TTW.  I didn't remember that being there.  Good to know we're already covered.

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

commoner31
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Ok, I am having trouble

Ok, I am having trouble isolating it exactly, but it looks like an asset of some kind, probably at least one of the unpacked meshes or textures, is causing hangs and crashes for me inside of rivet city and behind the citadel near where those two super mutants spawn.

My only mods are TTW, its hotfixes, and the new TTW fixes ESM.

In my troubleshooting disableing the ESM didnt resolve the issue.

However, I tried removing all of the unpacked assets that accompany the ESM and the issues abated.

Right now they are 100% reproducible in my installation.

I tried a completely fresh game to verify.  It still happens as I navigate Rivet City and walk behind the Citadel.

Anyone else experiencing anything similar?

 

My load order: http://pastebin.com/UeBxEGy2

 

EDIT: tizerist may be having a similar issue as me.

~ hi
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same issue as tizerist,

same issue as tizerist, attempting to fast travel to arefu, or hamilton's hideaway results in a load hang

chasing
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I was able to fast travel to

I was able to fast travel to arefu but I hung while in Rivet City.  The load times would gradually get longer with each cell I loaded.  After about the fourth or fifth one (going from Science Lab to Midship Deck) I ran out of memory

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

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It's most likely a bad mesh

It's most likely a bad mesh from uUFO3P. I thought I had gotten them all but seems not.

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GNR plaza also causes a load

GNR plaza also causes a load hang

commoner31
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TJ, You are not mistaken.  I

TJ, You are not mistaken.  I just reinstalled the Mod and looped through with a PS script to wack only the .Nif files added by the Mod, but leave everything else alone.  Been playing upwards of an hour in the known problem areas and have not encountered any issue.

~ hi
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I figured that's what it was.

I figured that's what it was. Any chance that script of yours can detect bad .nifs? (probs not but worth a shot I reckon.)

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So if I run this should I

So if I run this should I remove YUP, and the YUP patch for TTW?

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TJ wrote:

TJ wrote:

This mod is an all in one bugfix pack built specifically for TTW. Nothing else is required.

commoner31
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TJ, at its present state it

TJ, at its present state it cannot.

I am not sure what actually makes a .Nif file bad.

Is it as simple as loading it in some blenderish 3d modeling software and watch for a crash, or are we worried about something specific to the NV engine?

What I can try to do, if anyone knows of a tool that can do this, is automate passing the .Nif files to <insert tool here, maybe something like pyffi> that can heuristically check to see if a .Nif is simply too broken to load and parse the output.

Maybe it could help narrow it down.  I dont know enough about the modding tools people use these days.

I built simple mods by hand with the Geck and blender many years ago.  The layers of rust accumulated on my skills are palpable.

~ hi
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See here's the major problem.

See here's the major problem. These meshes seem to work fine in FO3. Some of them produced the missing mesh error. That was easy to spot. Some produced this error, which is harder to pin down.

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So, engine specific?  Thats a

So, engine specific?  Thats a noodle scratcher.

Think it'll be enough pass them to the geck and open them in an interative fashion or do you think it needs to be the NV game instance itself?

~ hi
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I'd assume GECK would do, but

I'd assume GECK would do, but I haven't managed time to start looking into it yet :/

 

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Chuck knows how to fix the

Chuck knows how to fix the missing mesh bug in nifskope. He's told me in the past but I've forgotten. What I'm not certain of is if the crash-meshes would be fixed by the same process or not. Another team member who may be of great use is Sesom and/or TrickyVein.

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I think I said that wrong,

I think I said that wrong, will it break if I use this with YUP?

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Zenmaster, this has the YUP

Zenmaster, this has the YUP fixes included in it and the fixes from uFO3P too, to be honest if you're using TTW I see no reason to use YUP and this together at all .

@TJ. I suggest you rename this to something like TTW Official Patch or TTW Bugfix Module or TTW Vanilla Fallouts bugfix or anything along those lines maybe that will grab the attention of people around here . In my opinion this is a must have for anyone who plays TTW.

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Maybe that'll help. If not we

Maybe that'll help. If not we're putting up a flashing neon sign outside.

 

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I'm downloading this and will

I'm downloading this and will comb through the resources and try and fix anything that I find. 

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I have it installed and I don

I have it installed and I don't care what you guys call it.  I know what it does.  Thanks TrV for another set of eyes looking at The Formerly Known as YUP, TTW Fix, uF03P Bugfix Mod.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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TrickyVein wrote:I'm

TrickyVein wrote:
I'm downloading this and will comb through the resources and try and fix anything that I find. 

Sweet. Much love TV.

 

Also, note to self: Don't forget this when you start on this again.

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Does this contain Operation
Does this contain Operation Fixed Terrain? Cos I think that was packaged with MMx93..
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No Mission Mojave assets are,

No Mission Mojave assets are, were, or will ever be included in this. OFT however is included.

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I've looked at every resource

I've looked at every resource for static objects (like for environmental pieces, not for characters, creatures, armor or weapons) and the only marker error I encountered was for a prop from broken steel. I've fixed this and will upload once I can go through everything else. 

Since people have reported slowing down inside of rivet city I'll take a closer look at these pieces but other than this, nothing is jumping out. 

It would be helpful if we could isolate where exactly people are experiencing performance issues. It's going to be harder in exterior cells since so many of the same assets are used all over the place. So far people have said that they are seeing hangs in GNR plaza, arefu and hamilton's hideaway which from my perspective isn't at all specific, for two reasons: 1) none of these areas that have been mentioned have unique assets and those that do like the GNR plaza isn't covered by the resources in the bugfix pack anyway and 2) the reason I mentioned before which is that these pieces cover the entire wasteland.

I think I'll have to see in the GECK or in-game exactly if there are pieces common to all of these areas to try and isolate something. 

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No, not at all.

No, not at all.

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commoner31 wrote:

commoner31 wrote:

Ok, I am having trouble isolating it exactly, but it looks like an asset of some kind, probably at least one of the unpacked meshes or textures, is causing hangs and crashes for me...behind the citadel near where those two super mutants spawn.

Try this out and see if it crashes anymore behind the citadel. I've provided a changelog which I'll enumerate somewhat here:

  • Some meshes that came from uf3p have missing bsx flags, including a crane that goes somewhere around the citadel.
  • There doesn't seem to be anything wrong with any .nifs in rivet city that are included in the bugfix pack.

This is just a beginning. I'm confident we can identify and fix everything that's included in the bugfix pack but it's going to take more investigation. 

File Attachments: 

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Does this include all the

Does this include all the hotfix files and bug fixes we talked about yesterday, too? Just want to know what I can eliminate from my load order.

Answered my own question, but according to what I've attached, does this mean TTW and by extension this bug fix breaks the Old World Gourmet perk from Dead Money?

File Attachments: 

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

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My load hang is still there

My load hang is still there with Tricky's update.

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Looks like they're just

Looks like they're just reordered from that screenshot. I'll have to look at the record to be sure though.

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I appreciate all the work

I appreciate all the work that went into this and apologize for beating a dead horse, but my first comment went without a response, so I'm trying again...

Risewild wrote:
Zenmaster, this has the YUP fixes included in it and the fixes from uFO3P too, to be honest if you're using TTW I see no reason to use YUP and this together at all .

If this is meant to replace YUP, which is still in active development, then does that mean that all the fixes in the latest versions of YUP will eventually be rolled up in this mod as well?

TJ wrote:
No Mission Mojave assets are, were, or will ever be included in this. OFT however is included.

Since YUP v8 includes parts of MM x.93, how will this bugfix mod be able to completely replace it?

At least for the NV part of the game, this seems like a duplication of effort, especially since Yukichigai already stated on his Desc page that he wants it to work well with TTW:

YUP Desc - What about A Tale of Two Wastelands? wrote:
YUP has been developed for maximum compatibility, but was also developed specifically to be compatible with A Tale of Two Wastelands. Certain changes have actually been omitted specifically because they would cause problems with TTW. The same rules apply as any other mod - i.e. load YUP first - but TTW compatibility is a priority for YUP. If YUP seems to be screwing something up in TTW, tell me, as it is definitely not desired.

To be clear, I like the idea of having only one bugfix mod for TTW, but with YUP still being updated, it gets confusing when trying to figure out which bugs were fixed in YUP but not in this mod or vice versa.

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

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To be clear:

To be clear:

  • Mission Mojave fixes are not included and cannot be included due to reasons beyond our control. No, I wont go into detail.
  • Yuki's fixes will be evaluated and rolled into TTW Fixes if and when they are determined to meet the needs of TTW's fix pack. We have permission from Yuki to do this.
  • YUP is mostly compatible with TTW. Something to consider: In NV some records were repurposed for the developer's needs. These records no longer contain FO3 specific data (in some cases.) That's fine for NV/ YUP, but here we need those things to be in place. Yuki isn't working with both games, we are.
  • I'm worrying about what's in YUP and not in this and vice versa so that you don't have to.

Anybody that wants to use YUP instead of this is more than welcome to. This is just another option. The original intent for this plugin was to take YUP and uUFO3P and create a rather nice base for us to work from-- but to bring future development in house. This plugin is for TTW, by TTW (devs) and only available at TTW.com

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Thank you for the

Thank you for the clarification

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

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Oh, by the by, once that

Oh, by the by, once that Vault 21 sales thing gets rolled into TTW proper, the bugfix in this ESM is probably going to over-ride it.

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

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Ok, I have reloaded only

Ok, I have reloaded only those meshes within the Update1.zip file.

No problems. 

I have NOT reloaded all of the meshes from the original patch.

I can confidently say the meshes in the update do not cause a problem, for what that is worth.

~ hi
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Ok, added back all of the

Ok, added back all of the other meshes from the first update, while leaving the meshes from Update1 in place.

It just hangs when I load a save within Rivet City and other problem areas, slowly yet perpetually, allocating more memory and crashes after a few minutes.

~ hi

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