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RoyBatty
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A World Of Pain FO3

Mod by DJ Mystro - Harderman - Roy Batty

A World Of Pain adds new areas and "rumble zones" to DC. The areas are designed to be difficult and offer increased challenge. This mod was created by DJ Mystro and is a fantastic addition to the Capital Wasteland and works well in conjunction with DC Interiors and Busworld.

I ask that you download and endorse the original mod on the nexus in a show of appreciation for DJ Mystro's work, it can be found here http://www.nexusmods.com/fallout3/mods/17965/

NVSE is now REQUIRED for this conversion.

You may want to fire any followers before traveling to DLC's, I'll fix them following you in the next update.

They will go to the Muddy Rudder or the Atomic Wrangler depending on which wasteland you are in at the time.

Fire any followers before uninstalling the mod.

If you want to create a low loot, low monster, or no MK II weapon patch (or combination there of) feel free to do so.

This won't be the final release as there is always something more to do.

File Attachments: 

TTW Version Compatibility: 

v2.6
v2.7

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Edited by: RoyBatty on 11/27/2014 - 00:07
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Y'know, I've never used AWOP

Y'know, I've never used AWOP and wasn't particularly interested in it, but spelling mistakes are one of my biggest pet peeves. Downloading, will report any bugs/spelling errors :P

 

You make quality stuff Roy, I appreciate you sharing your work with us. Thanks.

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RoyBatty
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Lots of updates and a few

Lots of updates and a few changes were made.

First post updated with new version.

tizerist
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RoyBatty wrote:

RoyBatty wrote:

 

door textures in Crystal City as they are intended to be that way (I checked against my Fallout 3 install)

Hi Roy, I was the one who raised the door issue. The doors being in the F3 version was not the problem. The problem was they looked (in my opinion) mistakenly placed, and at-odds with the surrounding area.

This is down to how Djmystro used to build his areas in Fallout. He was fast. Boy, was he fast. But he made some mistakes due to this. Like the spelling. This was one of the last areas he built before retiring, so it remains in places unpolished.

Whether this makes any difference to you regarding changes in the mod is another matter altogether though. Just thought I'd point out those bits to you anyway.

Cheers.

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Yeah he did some cool stuff,

Yeah he did some cool stuff, but I think he put more effort into this than he did into AWOP NV as far as trying to make it bug free. I mean... I could change the doors really easy but I have no idea if he really wanted them that way or not. I honestly don't want to try and bother him until I have a more major set of work done on both mods, at which point I want to seek his permission to add voice acting to AWOP DC.

There really isn't a lot of grammar and spelling errors in this like AWOP NV has. There is also not many glaring obvious things like wrong items, bugged containers or messed up terrain like in the NV version either. Not to mention the giant heap of dirty edits that it has.

What I can do is get you the formid's for those doors and you can change them yourself in FNVEdit, if that would be something you would want to do.

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I should play AWOP DC some

I should play AWOP DC some day.  Your update sounds good, Roy.

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Drithius: Thank you.

Drithius: Thank you.

It's pretty fun, even if it's not on the same scale as the NV one is.

I was more than a little inspired to do this from your work with AWOP NV. I might release a little patch for the Fallout 3 version which has the text corrections, and the error fixes. I've found and corrected a couple of things in the cells, but I'm thankful it doesn't have the amount of weirdness the NV one does.

Oh and if you play this one, could you wait a bit for me to finish the companion changes. It will make sure they don't teleport to you in the DLC's or get murdered by the Securitrons at The Strip entrance. :)

 

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In crystal city vault-tec

In crystal city vault-tec offices there is a terminal that has the visual of an old 'unusable' machine, however it can be used and actually contains a bunch of diary entries. Only actually found it by accident.

 

Can't be meant to be that way I don't think?

RoyBatty
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Already fixed. There's an

Already fixed. There's an activatable one in Friendship Asylum's guard office that does nothing too, also fixed that one.

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Cool cool, thought you might

Cool cool, thought you might have. It's just it wasn't in your OP as done or to be done so I thought I'd mention it just in case.

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First post updated with new

First post updated with new version. This is an interim version until I complete work on the dialog tree's and add the companion wheel to The Warden. This version is not complete in those regards but the Companion Wheel for Vonda seems to work perfectly. I still need to clean up some of her dialog trees which are amazingly messy. The Warden's dialog have not yet been touched, there is a bug in them which is known which can prevent you from exiting the conversation. If you chose "Join Up" there is no exit from the conversation tree, so don't select that option.

Currently list integration is done via NVSE script commands, so it shouldn't break your game if you uninstall. When the mod is complete I will have two versions available, one with scripted lists and one with edited lists for those who prefer to make a merged patch. I'm not going to maintain two versions while it's still being developed.

If you do want to uninstall just be sure if you hired Vonda to fire her first. Again I recommend you do NOT hire The Warden or you won't be able to uninstall the mod.

This is an interim version to fix glaring issues so people currently playing it can enjoy the bug fixes and additions.

Note that the door fix in Grayditch Automotive Services won't be fixed if you've already visited the cell.

Cheers, and enjoy!

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First post updated with the

First post updated with the final version (hopefully).

If you encounter any bugs, please let me know.

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I think I might have found a

I think I might have found a bug. (sorry)

 

If I tell Vonda to relax she will relax, however I don't ever get the 'lets go' option when I talk to her, also the relax option shows up while she's already relaxing. There is a clumsy workaround using the wait/follow and follow long/short wheel commands that'll get her following you again, though knowing you that won't be good enough. ;)

Had a quick peek in edit and there just needs to be a condition put on the relax dialogue to stop it showing while she's already relaxing. The lets go option isn't showing because that's tied to the 'wait' variable which is set to 0 via the relax dialogue script.

 

I peeked across at the wardens script/dialogue and it seems like you'll need to remedy him too.

I don't seem to get the tactics topic either, although I couldn't pin down the reason for that, so it may be something on my end, not sure on that one.

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Yup I'm already aware, will

Yup I'm already aware, will fix it.  Thanks for testing.

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So far its working great - I

So far its working great - I have just stepped my toe into it and have explored : Milgram's Shack, Cooper's Hotel, Talon Warehouse, and Springvale Sewer with no obvious issues.  I found an texture problem with Greyditch Auto Services : room off the upper catwalk in second large room. Attached is a picutre.

Thanks for your hard work.

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RoyBatty
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You have the better collision

You have the better collision mod installed, that's supposed to be a pool triangle. It's a known bug with that mod, the model is bad. Check the nexus thread about it, delete the .nif and the problem will disappear.

Thanks for playing AWOP :)

 

 

 

 

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You are right! I do have the

You are right! I do have the better collision mod installed. Thanks

[edit : for anyone who has this problem and and is wondering - the causitive mod is Precision Collision - Clutter NV And the solution is delete <fallout new vegas/data/meshes/Clutter/billiards/triangle.nif>]

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Did you manage to get those

Did you manage to get those fnal fixes in for Vonda and the Warden's dialogue Roy?

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fnal fixes? You mean the

fnal fixes? You mean the follow ones for relaxing? I didn't put them back yet. Next update.

I also rebalanced the weapons, I'm taking a little break from it to avoid burnout.

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Made a small update with some

Made a small update with some critical dialogue fixes.

Bonus is weapons are rebalanced and a few cells are now optimized.

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A senior moment prevent some

A senior moment prevented some changes made from being saved.

Corrected and re-uploaded.

Bonus - made Railway Rifle MKII work a bit better.

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 I'm up for some voice acting

 I'm up for some voice acting work. I did the voice acting for multiple characters

in the lab-related quests of the Sexout mod 'Fallout 3 TTW Quest Overhaul', as

well as the original music. Samples of my work will be available upon request.

http://www.loverslab.com/topic/27979-falloutttw-questoverhaul/

 

RoyBatty wrote:

 

Yeah he did some cool stuff, but I think he put more effort into this than he did into AWOP NV as far as trying to make it bug free. I mean... I could change the doors really easy but I have no idea if he really wanted them that way or not. I honestly don't want to try and bother him until I have a more major set of work done on both mods, at which point I want to seek his permission to add voice acting to AWOP DC.

There really isn't a lot of grammar and spelling errors in this like AWOP NV has. There is also not many glaring obvious things like wrong items, bugged containers or messed up terrain like in the NV version either. Not to mention the giant heap of dirty edits that it has.

What I can do is get you the formid's for those doors and you can change them yourself in FNVEdit, if that would be something you would want to do.

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I'll be looking for Voice

I'll be looking for Voice Actors soonish, also for AWOP NV.

 

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RoyBatty wrote:

RoyBatty wrote:

 

I'll be looking for Voice Actors soonish, also for AWOP NV.

 

 

Ohh, wow. This has always been one of the things that deterred me from the AWOP series. I liked them alot, but the lack of Voice just bothered me.

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I can do some voice acting. I

I can do some voice acting. I actually did a bit of voice acting for DJMystro for AWOP NV early on, the old guy in the shop near Goodsprings. It was pretty fun. Long lost the files though and I think he updated the dialogue so flushed them from his download page.

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This is just the conversion

This is just the conversion of the AWOP for DC, correct?  I'm used to your stuff joining the old to the new.  My impression is that this is not the case here.  Hoping to get it installed and start it out this weekend.

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Yes it's just AWOP DC, AWOP

Yes it's just AWOP DC, AWOP NV is a separate project I'm doing in conjunction with Athelbras.

I also will be updating the FO3 version of AWOP for FO3 soon.

 

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Small update with some weapon

Small update with some weapon rebalance and added weapon mod support. Minor changes to several things, and changed the names of some weapons to be in-line with the current AWOP NV.

I am aware of the portal issue in Capitol Research and I'll fix it and finish the cell optimizing zoon.

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Is it a thing that can happen

Is it a thing that can happen that there could be a "TTW" AWOP where it's a combined set of items, rules, files, etc? I know this would be a much bigger thing but generally your style is to create a merged esm/esp that uses the files from both.

 

Is that where this is headed or is that not in the cards?  Would be cool but not sure it could happen.

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AWOP is much too large a mod

AWOP is much too large a mod for that type of thing.

AWOP NV is being worked on by Athelbras and I, but it's a very large project.

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Seemed like that HAD to be

Seemed like that HAD to be the case but both of the have big sets of comp patches.  I was hopeful :)

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RoyBatty -

RoyBatty -

First this has been really awesome.  Thanks for the hard work.

Second could you please release dates in your log file and/or a text file with release info in the archive; sometimes I am not sure if I got the latest.

Thanks again.

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Hello,

Hello,

 

I am a bit confused, how this is work, so first I install FO3 FONV then TTW and then AWOP FO3 and AWOP NV?

and I will have AWOP content in both the DC and Mohavje as well?

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Basically, yeah.

Basically, yeah.

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TTW is very new to me so

TTW is very new to me so forgive my ignorance how do i install the fo3 awop and the nv awop together?

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Install them both, place

Install them both, place AWorldOfPain(Preview).esm before AWorldOfPainFO3.esm in your load order.