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Belthan's Quo Vagis conversion to TTW 3.2

General discussion of adult mods. Please read the rules before you post.
wasted
Posts: 14
Joined: Wed Jun 17, 2020 8:50 pm

Re: Belthan's Quo Vagis conversion to TTW 3.2

Post by wasted » Wed Jun 09, 2021 10:50 pm

Lyndi wrote:
Thu Jan 28, 2021 4:21 pm
The answer is no, probably not. A lot changed between 2.9 and 3.2, hence the need to reconvert most of these mods. You could always try it, but that's all on you. If it wrecks your game its your problem. 2.9 doesn't get support anymore and people trying to use mods with it still are on their own.
Everything is working perfectly. i`m using GECK to see where the voice files go, so no more bloating. as for other bugs/glitches. none so far. I would upgrade to v3.3? of TTW if I could, but i`m running Win XP OS still. I have all the parts for A new PC. but no video card (i`m sure you can guess why) and CPU.

Sher_Cottle_04
Posts: 3
Joined: Fri Aug 28, 2020 6:21 pm

Re: Belthan's Quo Vagis conversion to TTW 3.2

Post by Sher_Cottle_04 » Wed Mar 09, 2022 5:41 pm

Now that 3.3 has been released, will this mod be updated/re-converted to work with the latest version?

One thing I would like to point out is a scripting issue that I encountered when I was last playing. When Zen & Malibu were active followers, their companion wheels didn't work. I'd open up the wheel, select inventory to trade and the screen wouldn't come up. Likewise with weapon instructions, using stimpaks etc. I'd always have to open the wheel, choose the dialogue option and then bring it up the long way around.

The companion wheel was never a feature of Fallout 3 so when Belthan made the mod he never incorporated its functionality to the relevant characters so simply converting the mod wouldn't magically make it work, I get that. But I figure there might be a way to edit the scripts to make it work? Not sure how viable this would be but I just wanted to put it out there.

RevanFanMan
Posts: 2
Joined: Fri Jun 10, 2022 9:23 am

Re: Belthan's Quo Vagis conversion to TTW 3.2

Post by RevanFanMan » Sun Jun 12, 2022 4:15 am

I've had a problem where Chaz never changes out of the outfit you find her in. And I've also had issues with the companion wheel. I'm using JIP CC&C mod though.

Sher_Cottle_04
Posts: 3
Joined: Fri Aug 28, 2020 6:21 pm

Re: Belthan's Quo Vagis conversion to TTW 3.2

Post by Sher_Cottle_04 » Sun Nov 06, 2022 3:01 pm

Sadly it does look as this this needs an update or a new conversion.
Using it in its current state will lead to several areas being marked as trespassing at regular hours, such as the Rivet City marketplace.
In addition the models will appear very off. Bear along with several dancers will have mismatched heads/bodies & Dr. Mauser will have a white head with a black body.

Zelraithe
Posts: 1
Joined: Fri Jul 15, 2022 3:51 pm

Re: Belthan's Quo Vagis conversion to TTW 3.2

Post by Zelraithe » Mon Nov 07, 2022 4:02 pm

I'm using 3.3.2 of TTW and I'm having the same issues with mismatched bodies/heads with the dancers and male npcs such as Dr Mauser and to a lesser extent Bear, spin the bottle also isn't working as intended with the truth or dare game freezing randomly after one of the girls asks the other certain truth questions and they never answer. I used the COC command to teleport to Rivet City Market to quickly test if I was also having the trespassing issue and didn't appear to be

I'm still going to keep this in my mod list because it's a great quest mod which I really didn't expect, just hoping there's no game breaking issues further along. Maybe it's a hint that it's time to finally start learning how to edit mods myself for personal use

Edit - After some trial and error and no G.E.C.K experience or knowledge (or of modding for that matter) I seem to have fixed the mismatched bodies/heads without changing my ini settings by loading the plugin in the extended G.E.C.K (through mod organizer 2), selecting the npcs with the issue, pressing CTRL + F4 to export their textures, closing the G.E.C.K without saving changes to the plugin and then adding the exported textures (located in MO overwrite folder) to a new mod below this one. Found the instructions on Fallout 3 Redesigned nexus page stickied comments and seemed to apply just fine

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