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thermador
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TTW Vertibird Transport Mod

UPDATE: Fully compatible with TTW 2.0a+.  No longer compatible with TTW v1.4 and earlier.

Proof of concept mod for vertibird travel.  Fully working and lore consistent. 

Once you get to New Vegas, travel to the Crashed Vertibird in NV.

The hardened robots at that location, and the crashed vertibird itself, are part of the normal game.  Everything else I put together.  The quest requires a lot of skill checks, and the robots are hard to beat with a low-level character.  I would say level 10+ at least to complete this quest, probably level 15 or 20, depending on how good you are at fighting robots.

TTW alpha v2.0a or newer is required.

Please let me know if you have any problems or ideas on how this could be improved.

 


C R E D I T S


This was all built from the ground up by me using the GECK and FNVedit.

However, I did use a lot of concepts from AbsoluteAnarchy's RFCW Outcast Travel Point vertibird transport mod, so kudos to him for the creative ideas.  There are several reasons why I didn't continue building from this mod however.  I didn't like the NV location (so close to goodsprings) and how easy it was - this would have needed a lot of work.  I also didn't like the DC location at Fort Independence - because it was occupied by the Outcasts, which leads to a lot of lore/story issues - like, why do the outcasts just let some random person use their vertibird (if you start in DC) or land a vertibird there (if you start in NV).  Vertibirds are rare and valuable - you think they would not let you use it, and take yours if you showed up with one.  So a lot of changes would have had to be made, and I thought that AbsoluteAnarchy should be the one to decide how the quests and storylines go, not me.

Also, Sesom was kind enough to help me figure out some issues with FNVedit.

 


D O W N L O A D


 

File Attachments: 

TTW Version Compatibility: 

v2.0
v2.1
v2.2

Rating: 

0
Your rating: None
5
Average: 5 (5 votes)
Edited by: thermador on 02/17/2014 - 08:20 Reason: new version w/o dependencies on courier's stash
chucksteel
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this is interesting I like

this is interesting I like the skill challenges Something I should think about for the Train travel. Haven't tested all the way but, got the virtabird out of the dirt need to get the parts now. 

 

Also gonna steal your Two Weeks later screen idea! 

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Ah yeah, that was

Ah yeah, that was AbsoluteAnarchy's idea actually, I just copied it.  I updated the first post with credits; a lot of the creative ideas in this go to him.

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New to the forums, but I've

New to the forums, but I've been watching this project from day 1 of RFCW. I REALLY love the work you guys are doing and have been having a blast with the Alpha version.

 

I know a lot of you guys really like the train station, but I'm more of a Vertibird man myself, and this is exactly what I was looking for. I like AA's original idea, but I had the same thoughts as you on the Outcasts... I just couldn't see them letting you use/land a vertibird there no matter how many laser pistols you gave them.

 

So yeah, thanks for this!

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Just FYI... when you are

Just FYI... when you are playing in hardcore mode and choose the labor option, you automatically die of thirst, hunger and sleep deprivation.

 

Update: Ok... I get it... it's a suicide option right? Pretty slick... I like it :)

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That was unintentional...

That was unintentional... forgot about the passage of time issues with hardcore mode.  I will fix that in the next version.

I'm waiting until we get a more 'finalized' version of TTW - in terms of an option to start in New Vegas, and other transport methods, etc. - to work on this mod again.

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another time traveling

another time traveling vehicle?

Banned 11-12-2012 for Piracy
Reinstated 11-12-2012 upon receiving proof of purchase

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Krux: What do you mean "time

Krux: What do you mean "time traveling vehicle"?

Thermador: In the update do out tomorrow I created a new quest "TTWFunctions" that uses repeatable quest stages to emulate function calls. I now use these stages to handle travel to and from NV and DC. If you rewrite your script to use these stages as well, you can ensure that your travel method at least is always up to date. Other "functions" built in include: Pass game time (put in any combination of days months and years and it will accurately pass time, accounting for the number of days in the months) Fire all followers (appropriately fires all followers from either DC or NV), All followers wait (makes all followers from either wasteland act as if you had told them to wait).

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OK great!  I will take a look

OK great!  I will take a look at it when I get a chance.

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Krux,

Krux,

As I understand it, the "x Years Later.." is a summation of "You got shot in the head" and you have no memory of anything between the time you left DC and the time you wake up in Goodsprings NV.  The Lone Wanderer became The Courier.

It is not a time travel Train/Vertibird/Anything.  No time traveling, just memory loss when you travel from DC to NV for the first time.

As for the "2 Weeks Later" on the Train from NV to DC and again from DC to NV, it simply 'takes time' to travel from the Mohave to DC in a post apocolyptic world.  :)  

Imo, it all adds flavor.  :D

Not sure what the TTW story/explination will be for when The Courier is created in NV and travels to DC for the first time and takes the role of The Lone Wanderer.  Will be interesting to see what story is created.

Someone correct me if I'm wrong.

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Not AT ALL what I'm talking

Not AT ALL what I'm talking about.

IMO (my harsh and truthful opinion) the "9 years thing" is an immersion killer because it contradicts the vanilla gameplay which ttw every so cautiously preserves.  The New Vegas Happeneing occurs 200 years after the events of Fallout 3, so I said "Another time traveling vehicle" because, like the train, it takes you 200 years into the future.

I have a proposition but nobody would create it.

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LOL

LOL

New vegas takes place 4 years after Fallout 3. We pushed Fallout 3 back 5 years so we could use the "Nine years later" video.

I think you are getting confused that Fallout 3 takes place 200 years after the bombs fell.

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Yeah it's in the Fallout 3 on

Yeah it's in the Fallout 3 on wikia... the games are 4 years apart: http://fallout.wikia.com/wiki/Timeline#2277

My vertibird mod isn't time-travelling with the current alpha either - you have to get to NV first in order to dig up the vertibird.

It's only a time-travelling issue if you start in NV and travel to DC.  But then, the whole timeline is messed up if you do that anyway.

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oh alright, i guess that's

oh alright, i guess that's what i was thinking of

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JaxFirehart wrote:

JaxFirehart wrote:

Thermador: In the update do out tomorrow I created a new quest "TTWFunctions" that uses repeatable quest stages to emulate function calls. I now use these stages to handle travel to and from NV and DC. If you rewrite your script to use these stages as well, you can ensure that your travel method at least is always up to date. Other "functions" built in include: Pass game time (put in any combination of days months and years and it will accurately pass time, accounting for the number of days in the months) Fire all followers (appropriately fires all followers from either DC or NV), All followers wait (makes all followers from either wasteland act as if you had told them to wait).

That... is a slick and entirely uniform way to deal with all that business.

"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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Sweet an update! Was hoping

Sweet an update! Was hoping this would happen after Jax revealed TTWFunctions, as I'm testing your mod in my save currently. From what I've seen so far, excellent work!

Edit: Finished up the quest yesterday evening. Pretty cool. The only thing I can see that it needs is a few more places to land sprinkled thoughout the wastes. Love the mod, good job.

"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 like this mod so far. I

I like this mod so far. I just finished rebuilding it and took it for its first flight. But i'm having a problem with the hatch control not working, leaving me stuck inside the virtibird, when you get the quest objective to get off and explore. Is there something i'm missing. I did everything it said to do.

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The panel to open the hatch

The panel to open the hatch is to the right of the computer terminal.  It's a red HAL-style button.

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I know, its not working. I

I know, its not working. I tried clicking on it from all angles and nothing happens.

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Do you ever get the message

Do you ever get the message popup "Open rear hatch and disembark?" or does it just do nothing at all when you click on the hatch control?

If you are not seeing that message, then the game thinks that you aren't the player.  There is an IF conditional on the hatch control: IF IsActionRef player == 1  - and if you aren't seeing the popup, then you aren't getting past that IF statement.

Are you using a custom race or any sort of mod that would interfere with your status as the "player" ????

This is the full script:

cjb135691
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Um. I am using that ttw

Um. I am using that ttw custom race BS bypass mod i was given by Rickerhk and its still loaded. Don't know if that would be doing it. I've asked this over on RFCW once before and didn't get an answer. What exactly would be defined as a custom race. My opinion was it was one of those mods that you can find on the nexus that makes your character a anime character or a creature character. For me, all she has is a body replacer which i suspect most people now days are using and then some additional hair added by project beauty. Although i guess that could be considered custom. Have you thought of any new places for the vertabird to land. I thought in Vegas, somewhere near the strip, since that's probably going to be where most people spend the most time while in NV. Say maybe Nellis AFB, or up by Jacobstown. Or even hidden valley. thats a secure area that technically nobody would mess with it in. Perticularlly with the dust storm protective measure put in place and more or less you can stroll into the compound on the surface and the Brotherhood will never bother you. That crash site is really far out of the way to be traveling to and from everytime you want to use it. Even with fast traveling. Then in DC. what about Rivet city's flight deck or even Springvale. I saw in a mod that someone chose that location for their vertabird. Next to the water tower is a secure area. Or the citadel bailey once you get in with them. 

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Should definately have a list

Should definately have a list of 10 or 12 locations in the Mojave and CW to land, I'm all for a place to land in PL (probably close to the boardwalk) and The Pitt (near the entrance), possibly one in Big MT and zion. If possible all landing areas are locked out until you've walked there. Love the mod and hope to see it expanded on.

"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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cjb, try this version.  I

cjb, try this version.  I just commented out the IF IsActionRef player == 1 part of the script.

You can just replace the ESP in your /Data/ folder and load your game with the new version active in your load order.

File Attachments: 

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The problem with adding new

The problem with adding new locations:  whether a location is "safe" to land the vertibird depends on what the player has done in the game.

For example, if you enemies with the Boomers, or you haven't discovered them yet, they would blow you up before you could even land at Nellis AFB.

I am working on rewriting the transport part of the mod to make it easier to handle more than one location (it was really never designed for more than two).  It's kind of a hassle, but yeah I would like to add more locations too.

I need location ideas that are safe to land the vertibird

  • no matter WHO the player is enemies with and
  • no matter what stage in either game they are at and 
  • places the Enclave would know and/or care about (since this is an Enclave computer after all)

These are my notes from a while back when I was planning the mod.  I will probably implement some of these destinations in the next version.

 

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Yeah, there's some good ones

Yeah, there's some good ones there. They definitely will make for a lot of good fights, if you arrive at one of the camps when it's occupied by Enclave soldiers. Remember that the crater camp is the impact point of a warhead and has high levels of radiation. You'd have to remember to use rad-x when going there. What about the area between Super duper mart and Megaton. That's generally pretty quiet and landing friendly. Infact there's a number of open areas right outside megaton's walls that will place it in a safe, friendly spot. How about considering a player house helipad. Yeah, probably not, just a fun thought. What about project purity. That was a Enclave point of interest and its a pretty friendly place. Well atleast until you get on the brotherhood's bad side. Not sure why you'd want to though. The super mutants are enough of a problem.

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Uploaded V3 today.

Uploaded V3 today.

  • Travel to four different locations in each wasteland
  • Under the hood, a reworked travel system that makes it easier to add new locations
  • Fixed a couple of small bugs
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Is V.3 the link at the top

Is V.3 the link at the top under download. Right above Chuck's post.

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Yep.  I don't keep the old

Yep.  I don't keep the old versions around.

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Quick question. Where is the

Quick question. Where is the vertibird once you reach your destination. The load screen appears one you click on the switch to open the door and then you appear at whatever location you chose using the latest version and the vertibird is nowhere to be found. I picked the SPringvale powerplant location and arrived by that baseball field up above.

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It should be there.  I just

It should be there.  I just tested the mod and it works fine at all of the destinations.  I also double-checked the result scripts in the TTWCrashedVertibirdTraveling quest and everything looks good there (these are the scripts that enable/disable the vertibirds to that you see them in the right spot).

Try making a clean save. 

  • (optional) Load your most recent save and exit the vertibird if you're in it.  Save your game
  • Disable the mod.  Load your most recent save in FNV.  Make a new save.
  • Enable the mod.  Load your most recent save.
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I tried what you said and I'm

I tried what you said and I'm still not having any luck with it and now i have a crash a pon arriving at the destination. What is the exact load order for this. Maybe mine is in the wrong spot and that is creating the problems.

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You can post your whole mod

You can post your whole mod list if you want, but try putting the transport mod at the very end of your load order.  It shouldn't matter though. 

You are the only one (so far?) who's posted about having problems with the mod, so it is probably another mod you are using, or you need to start over with a fresh installation.  I really have tested this mod extensively.  It works, at least, on a fresh installation of FNV Ultimate and a fresh installation of TTW 1.3/1.4.

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It would be really nice to

It would be really nice to combine this Mod (with the new landing locations) with a no fast travel mod + caravans + trains etc.

Regards,

Darkersun

- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

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Thought i'd let you know, i

Thought i'd let you know, i installed the latest version of TTW and your virtabird mod now works perfectly for me.

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Thanks for the feedback, glad

Thanks for the feedback, glad to hear you got it working

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UPDATE: Fully compatible with

UPDATE: Fully compatible with TTW 2.0a+.  No longer compatible with TTW v1.4 and earlier.

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New version uploaded that

New version uploaded that removes the dependencies on the stash packs now that TTW doesn't require them.

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Huh your the same modder as

Huh your the same modder as the big mountain transponder did not know that.

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So I am having a problem with

So I am having a problem with this mod were the vertibird is not showing up at any of the new locations other than at the crash site.  Also I am only bale to fast travel with it in NV but if I try using it to travel to the DC area I always end up in that underwater Limbo dark area with no escape.  I am noticing that in DC my map is updated to the DC map but there are no markers on it that I can use to fast travel with and also My pipboy is still picking up NV signals.  There use to be a black screen that would happen whenever I imputed a new location on the navigation but that stopped happening after I tried turning off saving and turning back on to restart the mod a third time.  I am guessing it's probably a lot of old scripts kicking around which is causing the problem so I will try a freash install this time.  Also I tried turning off all my other mods and running just ttw and this mod and still ended with with the DC Limbo problem.  Not really sure something is preventing it from spawning in other locations.  Maybe add in Springvale as one of the locations you can travel to since it is known as being a safe coc location whereas megaton you will end up in limbo if you coc there.  Anyways Great mod loved the lore friendly quest really a lot better than just a mysterious radio appears in your inventory maybe add in the option for sprucing up the inside a little could make for some nice role playing elements in the future. 

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Other people have had this

Other people have had this problem, but I can't really figure out why, and I can't replicate it on my end.  If you have a load order that you can post, that might help, so I can compare them with the load order of the other guy who had that problem.

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FalloutNV.esm

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
TaleOfTwoWastelands.esm
BelthansQuoVagis.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
New Vegas Redesigned II.esm
CINEMATECH.esm
Project Nevada - Core.esm
Project Nevada - Cyberware.esp
Project Nevada - Equipment.esm
Project Nevada - Rebalance.esp
T6M Equipment Replacer NV.esm
WillHavenNav.esm
Mystyks Faces NV.esp
SlavePoses.esp
ObjectPoses.esp
FewPosesMore.esp
SomePoses.esp
The Mod Configuration Menu.esp
1nivVSLArmors.esp
MercWanderer.esp
animatedPC.esp
1Earrings.esp
Centered 3rd Person Camera.esp
Project Nevada - Dead Money.esp
Project Nevada - Honest Hearts.esp
Project Nevada - Old World Blues.esp
Project Nevada - Lonesome Road.esp
Project Nevada - Gun Runners' Arsenal.esp
Holster Gear.esp
josexysleepwear.esp
EVE FNV - ALL DLC.esp
Neckchains.esp
WastelandNecklaceCollection.esp
Body by Race.esp
Armor by Race w Undies.esp
Starke's Seperate Chinese Stealth Armor Helmet NV (OA Version).esp
TTW_MoreCookingItems.esp
TTW_NoKarmaDCFollowers.esp
TTW_Bobbleheads.esp
HalfwayHouse.esp
LeatherBackpack - eng.esp
TTW_Crashed_Vertibird.esp

Total active plugins: 56
Total plugins: 60

sure I've been trying to cut down seeing as how I was getting alot of crashes when loading new areas, thanks in advance for your help

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Your list is considerably

Your list is considerably smaller than the other guy with this problem.  These are the mods that both of you had:

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
TaleOfTwoWastelands.esm
The Mod Configuration Menu.esp
Project Nevada - Core.esm
Project Nevada - Cyberware.esp
Project Nevada - Dead Money.esp
Project Nevada - Equipment.esm
Project Nevada - Gun Runners' Arsenal.esp
Project Nevada - Honest Hearts.esp
Project Nevada - Lonesome Road.esp
EVE FNV - ALL DLC.esp
TTW_MoreCookingItems.esp
TTW_NoKarmaDCFollowers.esp
TTW_Crashed_Vertibird.esp

So it's either one of those mods conflicting, or you used to have a mod installed that made some changes to the game that got stored in your savegame. 

Q1: Did you try starting a new game, and does it still happen?

Q2: In your current game, did you start that game with TTW installed, and go through the Fallout 3 / Vault 101 character generation quest, or did you start in New Vegas (with TTW installed, or without?)


 

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I just tried this on a new

I just tried this on a new game and coc'd myself there with console and lved up and got the items again using console and I still get the water thing in dc and the vertibird no showing up at other locations.

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OK thanks for testing.  I can

OK thanks for testing.  I can't do any testing on my PC right now because I am painting the room that my computer is normally in so everything is taken apart.

My only advice would be either skip the mod, or if you really want to try, do a full fresh re-install of your FNV and FO3 games, then a fresh install of TTW, and then it should work.  Probably.

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thermador wrote:My only

thermador wrote:

My only advice would be either skip the mod

That had to be salty to say about your mod, and a damn fine mod at that. Hell I thought anyway.

"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."

thermador
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Meh, I only test my mods on

Meh, I only test my mods on unmodded, clean installs of TTW.  I can't possibly make it compatible with all 20,000 FNV and FO3 mods out there.  Several hundred people have downloaded it since I first started, and only a handful have had problems.  Good enough for me

Schmobius
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I am having the same problem

I am having the same problem of getting sent to some watery abyss below the ground... even using tcl from the console, I can't escape it, have to go to an earlier save.  Everything with the mod seems to work fine up to that point.

The transportalponder update mod, which I guess you also worked on, also doesn't work, but it actually does NOTHING.  As in you see the animation of pulling the trigger, and some fake recoil, but NOTHING happens after that.

Also, the train doesn't work for me..., I get to union pacific station, buy a ticket, get in the train, and only have the option to "Remain in the DC Wasteland" when I'm in Vegas.  I had to COC from the console to get to DC.  I've added TTW to a very long game I've played of New Vegas, because that's how I want to play it, not start from scratch at this time; I may do that later.

At first I thought maybe it was because I hadn't discovered locations in DC yet, but even after discovering the robco factory, the same problem occurs.  I'm hoping maybe the additional details that the train doesn't work, and neither does the transportalponder may shed some light here?  Mods with a transporter from F:NV teleport me from DC back to vegas with zero issues.  (The underwater home, and Run the Lucky 38) I may try setting a custom destination in DC and see if that will work.

I can post my load order if need be, but I'm kind of in a time crunch at the moment, and don't know of an easy way to get that into text at this time.  Maybe the log from BOSS?

I'd really like for this mod to work, as it seems very cool, and I'm chiming in here to let you know that it's not just one or two people with the issue.

TJ
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It's because you didn't start

It's because you didn't start a new game like you were supposed to.

"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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^ TJ seems to be right on

^ TJ seems to be right on there, at the moment the player needs to start in vault 101 and do the tutorial and needs to take the train to NV, because the game runs some scripts when those two instances happen, if someone skips those the scripts will not run and TTW will not work correctly, that's why in the installation instructions of 2.2 it says at the end "You're done! Start a new game and enjoy A Tale of Two Wastelands. ..."

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That kind of sucks, but I can

That kind of sucks, but I can accept that it's dependent upon some scripts.  I'm sure I will start a new game from DC in the near future, but I kind of prefer my level 68 badass wearing Joshua Graham's armor with an NCR Ranger duster and helmet over it with Wendy and Willow (And J.T.) seeing what there is to see of the capital right now.

So far, the only other problems I've encountered this way have been the doors to get into the rotunda in the Jefferson Memorial (had to do a COC there as well, oddly), and for some reason, Rivet City Security hates me even though I didn't do anything to them.  I guess that's a bit irrelevant to this mod though.

Just to be clear, does this mod have a way to repair a vertibird from DC when starting out there, or do you have to basically make your way to the trainstation in DC, travel to Vegas, and go to the crashed vertibird site in Vegas?

Thanks for at least giving a bit of explanation along with telling me to start a new game.

thermador
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Took a look at this tonight. 

Took a look at this tonight.  Actually it was REMOVING the stash packs that broke all the references.  Originally this mod was made when TTW still required the stash packs.

Uploaded a new version without the errors or dependency on the stash packs, hooray.

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