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TTW Unofficial Patch

**This mod breaks TTW. Do not use it**

This is my own personal bug fix patch that i have been using for my own game, i'm releasing it so that everyone can benefit from the bug fixes i've done.

Highlights : Updates VATS fix scripts for FO 3 weapons and to deal the correct amount of damage, factor in more perks, factor in your actual ammo values and actual difficulty/sneak damage modifiers. Fixes a ton of broken leveled lists that were causing low level enemies to spawn regardless of how high level the player is. See the changelog for the full list of changes.

TTW Version Compatibility: 

v2.9

Rating: 

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5
Average: 5 (3 votes)
Edited by: Risewild on 08/10/2017 - 22:03 Reason: Link removed due to the mod breaking TTW.
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Please remove the TTW links

Please remove the TTW links from the Nexus post.  It is one of the requirements to post TTW mods on the Nexus.  Otherwise, a good job!

https://taleoftwowastelands.com/content/nexus-upload-guidelines

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

"Si vis pacem, para bellum!"

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Thanks, i have now removed

Thanks, i have now removed the link.

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Thank you sir!

Thank you sir!

"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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Not really a bug fix when you

Not really a bug fix when you fixed things that werent even broken.

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It looks like a fine addition

It looks like a fine addition. I particularly like how you describe the fixes in such detail so there should not be any surprises.

My computer specs are too embarrassing to reveal, but the game still runs.

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Just uploaded version 1.1

Just uploaded version 1.1 onto nexus.

Of course what is a bug or not is pretty debatable, but if enough people want something removed from the mod, i will probably remove it or make it an optional plugin, etc.

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I'm wondering about your

I'm wondering about your edits to Dogmeat. In the readme, you say that you "Added checks to dogmeat to try and prevent him from suciding in combat. For some reason the confidence levels in the AI data tab do not appear to work for companions, and the script to make him forceflee doesn't appear to work either..."

Which checks are that? In his script?

Also, I notice that you have changed his combat style from CSDog to FollowersCombatStyleMelee. Why is that?

The reason I'm asking is that with TTW/PN, I have Dogmeat dying on me all the time, so I've bolstered him with DT and am curious what you have done to keep him from being suicidal.

»You're no match for science!« Doctor Mobius

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I tried adding a forceflee

I tried adding a forceflee portion to his script to make him flee if his HP dropped too low, but for some reason the script won't work (or at least, dogmeat won't flee when his hp drops too low).

I also tried setting his confidence level lower, but that doesn't appear to do anything, even though i set the follower combat style to "flee based on personal survival". I'm not sure what's going on here, maybe someone who has more experience with the AI will know, but from what i can tell all of the FO 3/NV companions are just sucidal and fight to the death, which is annoying in hardcore mode.

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Right, thanks.

Right, thanks.

»You're no match for science!« Doctor Mobius

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by the way Question the crap

by the way Question the crap packs (pre-order packs) are supposed to go below Zeta in any load order not before Fallout 3, I'd recommend reordering your masters with them below zeta and above TTW and apply that master order to your mod.

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LightningManGTS wrote:

LightningManGTS wrote:

 

by the way Question the crap packs (pre-order packs) are supposed to go below Zeta in any load order not before Fallout 3, I'd recommend reordering your masters with them below zeta and above TTW and apply that master order to your mod.

 

According to the installation instructions, the crap packs go between Gun Runners Arsenal and Fallout 3.esm.

 

My computer specs are too embarrassing to reveal, but the game still runs.

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^  henry's right

^  henry's right

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.

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The crap packs are injected

The crap packs are injected records, you never need them as masters.

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like Roy said they're

like Roy said they're injected records, making them same as any armor mod that adds a new mesh and texture with records to Doc Mitchel's house, honestly I don't know why the installation instructions haven't been updated to look the same as the general load order guide or why its not even linked on there.

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I don't think you understand

I don't think you understand what an injected record is.

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LightningManGTS wrote:

LightningManGTS wrote:

 

like Roy said they're injected records, making them same as any armor mod that adds a new mesh and texture with records to Doc Mitchel's house

Injected Records are not the same as mods that add stuff to the Doc's house. Injected records are records that as the name suggests are injected directly into the master file, so once the game has loaded they are treated as if they were from the master file originally.

I don't feel that the placement of the crap packs is too important but it's probably best to follow what the TTW instructions say, crap packs before Fallout3.esm.

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I can actually verify that,

I can actually verify that, now that the crap packs are NOT required by TTW, their placement doesn't matter, so long as they are before TTW.

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Pokepunch wrote:

Pokepunch wrote:

Injected Records are not the same as mods that add stuff to the Doc's house. Injected records are records that as the name suggests are injected directly into the master file, so once the game has loaded they are treated as if they were from the master file originally.

My apologies then, I have always just given plugin in's the name "injected records" when explaining what they do in Bethesda games to less mod savvy people without consideration for it being a term to something specific. Again I apologize for any confusion.

Pokepunch wrote:

I don't feel that the placement of the crap packs is too important but it's probably best to follow what the TTW instructions say, crap packs before Fallout3.esm.

Regardless concise placement for these things must exist, its no good to have masters being "out of place" in the eyes of a plugin even if does very little to cause issue. Also conflicting information, that also should be addressed even though that's mostly a notion; not a demand. And by conflicting information I refer back to the fact the alpha download page doesn't reflect the general load order guide and vice versa. I see that was changed between the last time I did up my installation and now..... sigh hey whatever I'll sit by with my sign saying "FO3 LO 6" in my ditch I guess while the rest of the world passes me.....

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Just a heads up.. Not sure if

Just a heads up.. Not sure if it's a bug, or....?  Anyhow, I just performed a new, fresh install of both FO3 and FNV to accommodate my TTW Installation.  I only added the latest NVSE (Required for TTW) as well as both JIP's and Lutana's NVSE plugins.  I used the latest TTW Installer v2.9.4b along with FOMM v0.14.11.12 to only install the TTW Main File FOMOD (not the Optionals... yet) after which I installed the recommended TTW Hotfixes v2.2.2  When I try to install your Unofficial Patch via FOMM, my game crashes when I get to the part where the Main Menu shows up to play the game.  MY Load Order is as follows:

[X]  FalloutNV.esm

[X]  DeadMoney.esm

[X]  HonestHearts.esm

[X]  OldWorldBlues.esm

[X]  LonesomeRoad.esm

[X]  GunRunnersArsenal.esm

[X]  ClassicPack.esm

[X]  MercenaryPack.esm

[X]  TribalPack.esm

[X]  CaravanPack.esm

[X]  Fallout3.esm

[X]  Anchorage.esm

[X] ThePitt.esm

[X]  BrokenSteel.esm

[X] PointLookout.esm

[X]  Zeta.esm

[X]  TaleOfTwoWastlands.esm

[X]  TTWFixes.esm

[  ]  TTW Unofficial Patch.esp

I'd really like to see some of your "fixes" integrated into my game.  When I activate your Unoffical Patch, my game crashes at Main Menu load.  Once I deactivate your Unofficial Patch, the game loads fine showing the menu as expected.

Any thoughts on this?  Are you still pursuing this?  Do I need something else installed first?  I'm waiting for the TTW Optionals until after I've installed the basic necessities and MCM (not currently installed).  I figured the Unofficial Patch would be considered necessity before moving on, but I can't if it crashes the game at Main Menu load.

I guess, I'll keep moving forward w/o the Unofficial Patch for now.  Just thought I'd mention the crash.  After reading some of the final comments here, I'm assuming you've decided not to do anything further regarding this patch.

CyberDanz The public junkie who LOVES Fallout!

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^Not much help with your

NM

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Just to be clear: The crap

Just to be clear: The crap Packs, despite having unique Index IDs when viewed in FOMM / Edit / Whatever, are nothing but injected records. An Injected record is a record in, for example, Caravan Pack that instead of starting with Caravan Pack's Index ID, it starts with FNV's IndexID = 00. When the game (and even xEdit) loads these records it knows to 'inject' them into FNV.esm. The end result is that you can modify these records just by knowing where they're injected at (their FormID) in FNV.esm. There is never a reason to require any of the crap packs as a master because the end result of this 'injecting' is that the game sees these as empty plugins. The only reason they have to come before TTW and indeed YUP / TTWFixes and any other mods that patch them is because they have to actually be injected by the time that plugin expects them to be there. Proper placement for the crap packs with TTW is actually Anytime AFTER FNV.esm and BEFORE TTW.esm. It's just easier to say they belong in a specific place and be done with it.

TL;DR: What Jax said.

"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 appreciate your hard work!

I appreciate your hard work! Unfortunately for me, it crashes my game. Not sure why.

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Dangerr69 wrote:

Dangerr69 wrote:

Unfortunately for me, it crashes my game. Not sure why.

 

Maybe it's the corrupt reference in the Deathclaw Gauntlet EITM - Object Effect field.

When I was making my hand edited merge patches between FOOK2-FWE, FOOK2-WMK, etc. on FO3Edit 3.0.26 sometimes I'd get a corrupted field on reloading even though it looked fine on saving from FO3Edit.

Then the game would start freezing and CTD on start until I found the corrupt reference and fixed it.  Many hours wasted on that issue.

 

Question wrote:

This is my own personal bug fix patch that i have been using for my own game, i'm releasing it so that everyone can benefit from the bug fixes i've done.

 

There are a whole lot more of useful little fixes in your mod. 

Dialog, Armor, Weapons, Quest, Creatures, Scripts, etc. besides the leveled NPC and Creatures lists.  
Quite a lot of hard work, thanks!

The increased damage/crit dmg on some weapons and the removal of creature spawns below our character level will make a hard setting game even harder.

It's hard to believe some of those Quest and Dialog changes for FO3 were not included somewhere else already.  Like the stage 70 return to Vance  on Blood Ties.

I found the reference error mentioned above and Anchorage Chinese Jumpsuit had a typo where the 2 was put into the AR field and not the DT field.

I'll probably d/l or use my own weapon damage mod that overrides your changes.  
Spent so many hours researching a spread sheet with muzzle velocities and masses for kinetic energy, adjusting for penetration effects of real world weapons to created a damage formula that could be extended to cover fictional weapons.  I used the spreadsheet to balance all the weapons out of FOOK and FWE for a realistic weapon damage patch.   

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I'd be interested in that
I'd be interested in that damage spreadsheet

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.

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I saw that you removed all

I saw that you removed all the "calculate from all levels <= player's level" flags from the leveled creatures, does that mean that every creature has the chance to spawn now when the player is lvl 1?

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It shouldn't. The very first

It shouldn't. The very first thing that happens as you leave the vault is you level up to level 2. So there's no case where you can be around a spawn point at level 1.

 

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That's not how leveled lists

That's not how leveled lists work. Such a change is incorrect.

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Roy, there's a guy up there
Roy, there's a guy up there with a full muzzle velocity spreadsheet. Way more useful than the LL changes

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.

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Well that would be

Well that would be interesting, but will he share it?

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Without the "calculate from

Without the "calculate from all levels <= player's level", doesn't that mean that only creatures identical to your current level will spawn?  If there are no creatures in the list of your level then no spawns?
 

------

Puppettron wrote:

I'd be interested in that damage spreadsheet

I hunted down the spread sheet, that I last opened in July 2013, and memories of how much time spent on it flooded back to me.  I updated the ammo Wikipedia pages and weapon pages as I researched each gun.  Must have spent at least a hundred manhours, and with my OCD, probably much more than I want to remember.  

Sent you a PM.

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No, if you remove that flag

No, if you remove that flag you can cause a condition where nothing will spawn. That can break scripted events, among other things.

Also I would suggest not using such an old version of xEdit. There are quite many bug fixes and improved record definitions in the latest version which you can download from the FO4Edit page. Also, do *not* edit esm's with such an old version, it doesn't retain ONAM records in the header which will break them.

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RoyBatty wrote:

RoyBatty wrote:

No, if you remove that flag you can cause a condition where nothing will spawn. That can break scripted events, among other things.

 

Not even if your level matches equally to a creature in the leveled spawn list?

It would sometimes be nice to not travel the wasteland and have low level spawns of raiders and critters show up in the same spot where you slaughtered 5 to 15 three days earlier.  Even mutated creatures would take at least a year to reproduce and raiders are not infinite and it makes for a faster game run.

Going to install MMM and set reduced spawns, if that option is still available, and cut out this mods spawn tables if they are going to be an issue.
RoyBatty wrote:

Also I would suggest not using such an old version of xEdit. There are quite many bug fixes and improved record definitions in the latest version which you can download from the FO4Edit page. Also, do *not* edit esm's with such an old version, it doesn't retain ONAM records in the header which will break them.



That was the version I used in 2013 when I stopped playing.  
Upgraded to the latest on 2 September 2016 when coming back to play TTW.
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If you want the wasteland to

If you want the wasteland to not stay the same levels, you do that through the region flags.

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I think what he REALLY wants

I think what he REALLY wants is a conversion of THIS to TTW:

http://www.nexusmods.com/fallout3/mods/515/?

EDIT: No need - there's a New Vegas version which should work with TTW:

http://www.nexusmods.com/newvegas/mods/35786/?

 

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jlf65 wrote:

jlf65 wrote:

 

I think what he REALLY wants is a conversion of THIS to TTW:

http://www.nexusmods.com/fallout3/mods/515/?

EDIT: No need - there's a New Vegas version which should work with TTW:

http://www.nexusmods.com/newvegas/mods/35786/?

 

 

Dude!

 

Thankyou!

 

That's exactly what I was wanting.

Watch it not be functional on the Capital Wasteland side.  
D/Ling now to try it.

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It worked for me, but now I'm

It worked for me, but now I'm using Project Nevada. PN allows you to set the number of hours for respawn in increments of 6 hours (both the normal respawns, and the vendor respawns, separately). If you want more control through the MCM, PN will give that to you. You get a bunch of other stuff too, but I'm growing to like it. :)

 

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RoyBatty wrote:

RoyBatty wrote:

 

No, if you remove that flag you can cause a condition where nothing will spawn. That can break scripted events, among other things.

Also I would suggest not using such an old version of xEdit. There are quite many bug fixes and improved record definitions in the latest version which you can download from the FO4Edit page. Also, do *not* edit esm's with such an old version, it doesn't retain ONAM records in the header which will break them.

FO4Edit?!  Snap!.. I'm going to have to go check on that!!  I've been waiting and waiting to be able to buy FO4 and haven't even bothered looking at the utilities and such that may be useable here!

Sorry, totally unrelated comment.  Just a two-year brain fart that exploded when I saw this!

Then I space off the related parts.. more specifically, since I didn't come back to update.. I did figure out an answer to my kinda dorky question considering I kinda answered it within the question.. lol  After I installed MCM and TTW Options.. and other tweaks and fixes made it work!  I'm just back again, reviewing topics I follow for updated TTW files compared to the ones I have and have reinstalled TTW and carefully (literally-been modding since Xmas and still not satisfied enough to make my final playthrough) modding my game.

CyberDanz The public junkie who LOVES Fallout!