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Nozeminer
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Great mod, can't play without

Great mod, can't play without it anymore. (ノ^_^)ノ

There are just two issues I've encountered with the sortomatic patch on the sink and the tenpenny tower suite.

For the tenpenny suite, the refrigerator there isn't labeled as a sortomatic container, yet in the designer defaults the food still goes somewhere, so it appears that the sortomatic version of the fridge just doesn't show up to be accessed in the suite.

And in the sink I can't sneak-activate and bring up the menu on the fridge or the dresser, which means the only way to use them as destinations is to go by designer defaults, however, on these designer defaults the chems and meds are sorted into a first aid box that isn't there, the other two first aid boxes in the medical room are both empty the only way to access this third invisible first aid box the meds and chems are transfered to is by using the remove from shelf option.

 

mcniff12345
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Alright, this mod is great,

Alright, this mod is great, but again I really dont know how to word things, so thanks for putting up with me

RoyBatty
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Nozeminer wrote:

Nozeminer wrote:

 

Great mod, can't play without it anymore. (ノ^_^)ノ

There are just two issues I've encountered with the sortomatic patch on the sink and the tenpenny tower suite.

For the tenpenny suite, the refrigerator there isn't labeled as a sortomatic container, yet in the designer defaults the food still goes somewhere, so it appears that the sortomatic version of the fridge just doesn't show up to be accessed in the suite.

And in the sink I can't sneak-activate and bring up the menu on the fridge or the dresser, which means the only way to use them as destinations is to go by designer defaults, however, on these designer defaults the chems and meds are sorted into a first aid box that isn't there, the other two first aid boxes in the medical room are both empty the only way to access this third invisible first aid box the meds and chems are transfered to is by using the remove from shelf option.

 

The Sortomatic patch is a bit buggy, but it's complicated due to the amount of containers that swap around depending on the theme you choose.

Krell made it and not chuck, I'll take a look at it one of these days as I had to remove it because it interfered with all my other sortomatic homes.

CVB_Taihou
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The interior of Tenpenny

The interior of Tenpenny Tower looks weird. I think something is wrong with either TTWInt or Jsawyer UE-TTW compat patch.

Here's my load order and I also use ENB as well.

http://pastebin.com/V89GcsQe

http://imgur.com/a/Xqcj7

 

Edit:An ENB setting was the culprit. Fixed it

 

 

jlf65
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CVB_Taihou wrote:

CVB_Taihou wrote:

 

The interior of Tenpenny Tower looks weird. I think something is wrong with either TTWInt or Jsawyer UE-TTW compat patch.

Here's my load order and I also use ENB as well.

http://pastebin.com/V89GcsQe

http://imgur.com/a/Xqcj7

 

Edit:An ENB setting was the culprit. Fixed it

 

 

 

Yeah, that's a well known FO3 bug with ENB. You'll see it in a number of places, including the mansions in Point Lookout. There's a patch mod for that on FO3 nexus that fixes the textures so that you don't need to change the ENB.

http://www.nexusmods.com/fallout3/mods/21633/?

 

Fritz T Coyote
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Minor mod: Hush Puppy - Stop

Minor mod: Hush Puppy - Stop Dogmeat's barking when at home (requires TTWInt_FollowersGoHome)

Just a quick FNVEdit hack to prevent the incessant barking when Dogmeat is idling at home.  I replaced the 'bark' idle animation with 'scratch'. 

Requires TTWInt_FollowersGoHome.

Installation:

  • Copy the .esp file to your Fallout New Vegas\Data folder (normally C:\Games\Steam\SteamApps\common\Fallout New Vegas\Data, as usual for an esp)
  • Activate using your mod manager (as usual for an esp)
  • Place in load order after TTWInt_FollowersGoHome.esp and any other mod that messes with companion idles.

Should work in whatever location you told Dogmeat to 'go home' to.

 

 

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chucksteel
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Fritz, I'm moving a copy of

Fritz, I'm moving a copy of this to the Add-on section of the first post so it doesn't get lost in the thread. 

Thanks I'm sure people will appreciate this. 

RoyBatty
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Definitely appreciate this.

Definitely appreciate this. STFU Dogmeat! :D

Barachiel
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Having a weird issue.

Having a weird issue.

The Sortomatic in Megaton Home isn't working.  I'm used to the system, being a long-time user of Afterschool Special - Sortomatic Edition.  I've set all my DDs.  But when I use the inventory sorter, it just dumps everything into the default Catch-All (not even the one I set up) and refuses to sort anything.  I'm scratching my head on this.  

RoyBatty
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The sortomatic optional seems

The sortomatic optional seems to have issues if you have other sortomatic enabled mods sadly. I've had to remove it from my own game, which is a shame because it's really nice to have with Interiors' homes.

Someday I'll find the time to look at it and fix it for chuck.

Barachiel
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So the Sortomatic will work

So the Sortomatic will work with the OTHER Sortomatic mods (afterschool, bison steve), just not the ones added with that plugin?

Crap.  Oh well.  Thanks for letting me know!

chucksteel
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Ya sorry guys, I didn't make

Ya sorry guys, I didn't make the sort o matic plugin, I know nothing about how it works. If I did I would try to fix. 

RoyBatty
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Yeah I use Afterschool

Yeah I use Afterschool Special, New Bison and the AWOP optional of course. They don't conflict with each other, but the Interiors one screws with them.

RoyBatty
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Hey chuck, the bed in the

Hey chuck, the bed in the Atomic Wrangler is not set to owned by the player so you can't sleep in it.

chucksteel
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Really? OK I'll fix it in a

Really? OK I'll fix it in a few. I could swear it was set right but I believe you. 

RoyBatty
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Uhm I think it's because it's

Uhm I think it's because it's enable parented, and it didn't used to be so the script that swaps them when you rent the room doesn't work right.

The bed still has the SetOwnership on it, but Caleb's bed is in the way. :D

generalmx
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For me the Sortomatic in the

For me the Sortomatic in the Megaton House worked beautifully but when I went over to the Mojave Wasteland and tried to use my new Lucky 38 Presidential Suite Sortomatic, that one wasn't putting the items anywhere in the Lucky 38 -- not even in the "Homeless Items" container in the Guest Suite (though I'm not sure if that one is separate even though there's no Homeless Items container in the Presidential Suite), not even after I set containers and a "Catch-All". I'm thinking Sortomatic may get confused the more homes you set it up in.

Shardoom
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The dialogue for sending

The dialogue for sending companions to the rivet city home was showing the message for the L38, it was also setting the L38 variable for the fnv companions. The dialogue for RL3 was also completely broken and referencing Dogmeat instead.

 

I went ahead and added some new messages for Rivet City Home and fixed up the scriptlets.

 

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chucksteel
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Well Damn! I thought I had

Well Damn! I thought I had fixed this a long time ago. Maybe I just didn't update the mod for the public. 

I'll look at what's in my game compare it to what you done and post one of them. 

Thanks for pointing this out. 

 

Shardoom
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That's fine, I didn't re

That's fine, I didn't re-download the file on page 1 I merely went by the version number.

If you'd uploaded it with this fixed and simply kept the 2.3 version number then I apologise for wasting your time chuck.

chucksteel
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I've been a way for a bit and

I've been a way for a bit and it seems I need to make some updates. I forgot about the followers go home patch by Shardoom and it seem Roy updated Realistic Wasteland Lighting Enhancement so I need to fix that too. 

I should have some small updates done soon. I did a total wipe of my system and am just reinstalling TTW. 

RoyBatty
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chuck: wait for RWLE new

chuck: wait for RWLE new version, xCamo is nearly done with it.

You have a lot of work ahead for latest TTW version , sorry about that but it had to be done.

chucksteel
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No trouble I will wait then.

No trouble I will wait then. I just noticed the file name changed so I looked in it and saw big differences already. I'll remove the link until I can get an update because as it stands it causes CTD's with the current version. 

chucksteel
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Ho Roy Just so you know, One

Oh! Roy Just so you know, One on the gnomes in my Gnomepocolypse mod is especially for you. His name is Gary and he has a Pip-Boy! 

I'm thinking of bringing Gnomepoclypse to TTW with fully updated FO3/NV gnomes. 


 

chucksteel
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But then again this may be

But then again this may be the real GARY!!!!!


RoyBatty
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Ah Gary! :D

Ah Gary! :D

pepertje
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Hmmm... A lot of "vanilla"

Hmmm... A lot of "vanilla" (Fallout3) stuff stays in place with this mod installed. The bed, desk and filing cabinet in the player room stay put, even after switching themes. They did disappear when I first entered the cell, but I had to reload because I had some valuable goods in those places that I thought were lost. Now they won't go away at all...

Disabling them using console commands doesn't work either. This makes me think they have a disable parent attached. If someone could forward me the RefID of it so I can disable that, I'd appreciate it :)

chucksteel
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all of the containers in the

all of the containers in the player homes are remote containers so when you switch themes your loot doesn't get lost but it may move into a different container. The lockers in the crafting room are an exception but there are others. 

If you have vanilla furnature still in place then you have some sort of a mod conflict going on. 

gazastripclub
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So if I install this mod with

So if I install this mod with current in-progress save file, I will not lose any items stored in Sink, Lucky 38, Novac, or Megaton house containers currently? All those fission batteries and LAERS! Thank you for your good mod!

Is there conflict with Project 13 - Populated Wasteland as far as Freeside is concerned? PopWaste is a good mod, but Freeside is terribly buggy because it constantly spawns thugs. Funny enough it's the most combat intensive region of New Vegas lol

catcameback
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Does anyone know how I can

Does anyone know how I can trigger the quest stage with all the gnomes found and the gnome house activated? I blew up the gnome at the nuclear silo in the Capital Wasteland and I don't think I'll ever find it again.

H1ms3lf
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The initial message says: 

The initial message says: 

I assume the plugin needed is from optional download Sortomatic_v1_22 ?

Just to be sure because there is a new version (1.3), but the optional 1.22 stands there for "backward compatibility for mods that have NOT been converted to 1.3", which seems to be the case here.

It is also named sortomatic.esm instead of Sort-O-Matic.esm, I hope the difference in name doesn't cause issues... Anyway I'm getting the 1.22 optional plugin, let me know if that's the wrong gone.

:)

Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!
Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X

RoyBatty
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It requires 1.3 like anything

It requires 1.3 like anything else.

Also if you have anything else using sortomatic, don't use the interiors patch.

Riael
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So where do you buy the dead

So where do you buy the dead money tenpenny theme from? As far as I saw the  Montenegro chick doesn't have it.

Edit: Or did I read wrong and there is no such theme?

a2937
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I love this mod. This may

I love this mod. This may have been the reason for saving Megaton for me. :) 

paragonskeep
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It's called the "art Deco"  

It's called the "art Deco"

 

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

fallout3123
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hey chuck could you make a

hey chuck could you make a comaptibility patch with cube experimental the house that you go into to play the mod conficts with ttw interiors

fallout3123
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Also I noticed while playing

Also I noticed while playing as a girl tenpenny tower doesn't have ghouls in the casinos only regular people unless you play as a guy

deadringr
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The L38 Reloaded patch and

The L38 Reloaded patch and the Followers Go Home conflicts with the new Companion Overhaul Pre Release, which will be apart of TTW 3.0. Having that mod on while having this mod on seems to disable all companion sand-boxing when dismissed, leaving this awkward clump of people in the L38 Reloaded suite. 

 

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Is the lucky 38 suite

Is the lucky 38 suite supposed to have extremely low resolution texutures? I'm using NMC and the required patch and nothing seems to change

mortemim
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Issue I had:

Compatibility Issue with the Sortomatic option.

Issue I had:

There seems to be a problem with the reloading bench in the Megaton house, it's non interactive and you can clip through it.

Resolved by:

Deleting Data\meshes\clutter\reloadingbench\reloadingbench.nif from the Collision Meshes mod for New Vegas

 

Link to Conflicting mod:

http://www.nexusmods.com/newvegas/mods/59149 New Vegas Collision Meshes

 

 

 

RoyBatty
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You have entirely too many

You have entirely too many plugins in your data folder, move the ones you don't use out of it. Unloaded plugins count towards the mod limit.

Also remove Clean Deluxe - TTW.esp , not compatible.

Dalkill
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Hi!

Hi!

I need some help here. I don't know why, but after purchasing the reloading benches for Megaton and Tenpenny houses, they don't work. I can walk through them as if the had no collision and commands like disable and then reenabling don't do a thing -in fact, the graphics for the benches remain in their possitions after being disabled. And yes, I have the bench selected when I write the console command.

Here is my load order, in case it's something related with it.

It is strange, since in previous installations, with more mods than I have now (I must be around 103 plugins) the benches worked fine. Also, I usually sort my mods with Loot and make a Merged Patch.

Thanks, people.

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