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Marcurios
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URWL for TTW v1.0

Hi Everyone,

For who is interested, i converted my URWLNV to work with TTW.

It works with standard TTW, also with ENB, and with ENB with nightvision (#applygamecolorcorrection enabled).

You can find it here:

http://www.moddb.com/mods/urwlnv-ultimate-edition-v20/downloads/urwl-for...

Enjoy !

TTW Version Compatibility: 

v2.6

Rating: 

0
Your rating: None
4.8
Average: 4.8 (5 votes)
Edited by: Marcurios on 08/29/2014 - 20:54 Reason: Cleaned thread at Marcurios' request.
TJ
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That looks nice fella.

That looks nice fella. Welcome to TTW!

"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."

Shardoom
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Looks good, I used URWLified

Looks good, I used URWLified for years on my vanilla New Vegas.

Been using NevadskiesTTW recently though.

 

I just have one question, has this been tested within Tranquility Lane? That seems to be the only place where NevadaSkies seems to bug out. (forcing you to remove the mod completely until TL is completed)

Marcurios
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Thanks TJ !


Thanks TJ !

Shardoom, Tranquility Lane is in full color, and it works fine with me.

however there is a ISM that desaturates the picture somewhat in the pipboy menu, like in URWLNV.

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Oh really??

Oh really??

Well I may have to switch back to URWL then afterall, I hate deactivating mods mid-game. Nice one!

Trm8r
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Well it's about time you

Well it's about time you showed up. I've been using your mod for years and loving it. Maybe its because I'm colorblind, but yours looks the best to me.

Marcurios
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Haha, thanks, you where in

Haha, thanks, you are in luck cause a friend gave me a bottle of whiskey because he wanted to do something back for all the mods of mine he plays with, and he started playing TTW and wanted to try to convert the URWL mods to work with TTW, but since he probably couldn't have pulled it of himself i offered to do it for him.

So i installed TTW and converted URWLNV, played to the entire TTW once.

But i reverted back to my backup with single installations now cause there where a lot of balancing problems still in TTW, i will monitor the progress and try it again in a while to see if it got better.

 

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Very Coo! 

Very Cool! 

Restoring the greatest country in the world to its former glory, well, heh heh... Well, that takes time, even for the Enclave.

Marcurios
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Changed the download on MODDB

Changed the download on MODDB to a fomod, there are some extra optional selectable goodies in the fomod like sunglare, different stars, ENB friendly fog and smoke meshes.

You can download after ModDB has authorized the file.

AlMustansir
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Still not available...

Still not available...

Marcurios
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I can download without any

I can download without any problem.

Alexcroww
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it does not work for me.

it does not work for me.

Trm8r
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"We're sorry, but there seems

"We're sorry, but there seems to be a problem viewing the mod profile requested. If you'd like the boring old technical reason for the error this is it:

"The mod requested could not be found."

We suggest you return to the mod list and try the links from there. If the problem persists,  contact us.

 

I can't download it either. Yesterday and just now I get this message.

Marcurios
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yep, the link above was no


yep, the link above was no longer valid, if you just would have searched for URWLTTW with google you would have found it.

I corrected the link for the people that don't know how to search with google.

Alexcroww
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Does it work?
Marcurios
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yes that does for me.

yes that does for me.

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@Marcurios or anyone else

@Marcurios or anyone else with the technical knowledge to answer this question:

I had made the suggested .ini files changes, to two settings from the readme, my question is what in "layman's" terms do they actually do?

These where the changes:

[Display]
fLightLODDefaultStartFade=10240.0000
fLightLODRange=10240.0000
fLightLODMinStartFade=10240.0000
fLightLODMaxStartFade=10240.0000

fSpecularLODDefaultStartFade=10240.0000
fSpecularLODRange=10240.0000
fSpecularLODMinStartFade=10240.0000
fSpecularLODMaxStartFade=10240.0000

I'm not technically inclined, so I was just curious as to the actual effect on how the game looks.

Thank you for the time on this mod, I only just started to use it and am getting used to how it works, but so far it looks great. Another quality mod for my load order.

RoyBatty
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They increase they distance

They increase they distance before lights fade.

Marcurios
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yes, that's what it does,

yes, that's what it does, lightdistance and specularity, light reflection on windows and objects, it looks especially good if you have Electrocity installed, let's you see all lights from afar.

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URWL for TTW conflicts with

URWL for TTW conflicts with ILO Overhaul for New Vegas.  Not sure exactly if it Mod Organizer with/without FOMM FORM use or URWL TTW itself.

"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

Marcurios
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ILO conflicts with URWLTTW's

ILO conflicts with URWLTTW's interior plugin, cause they edit the same stuff, just disable the one you like least.

It's only the interior changes, if ILO conflicts with the URWLTTW weather plugin itself, then ILO is not really a Interior Lighting Overhaul.

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Shoot, I forgot to try it

Shoot, I forgot to try it that way.  Thanks for the suggestion!

"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

Marcurios
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YW.

YW.

It should work ok if you disable the interior plugin, lemme know if it does..

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I disabled the interior

I disabled the interior plugin and still no good, FO simply does not load until I remove all of URWL for TTW is removed. Given that, is it ILO 6.8.1 still conflicting or is it Mod Organizer?

"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

RoyBatty
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Hard to say without looking

Hard to say without looking in Edit for conflicts. You can probably do this yourself and save yourself and Marcurios some grief.

 

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In that case, Marcurios don't

In that case, Marcurios don't worry about it unless someone else mentions it.  It will be a while before I can even look at it, mainly because of work.

"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

Marcurios
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ILO is for Interior lighting,

ILO is for Interior lighting, and it is not made for TTW, i don't know what is happening since you didn't say, but URWLTTW is made for TTW 2.6, it doesn't conflict with any other mod made for TTW except Nevada Skies.

So i guess you need to look at ILO a bit closer, you need to convert that for use with TTW to make sure it works ok, i know that most FNV mods should work with TTW, but if you never checked the mod you'll never know for sure.

My guess there is something fishy with ILO going on, besides that ILO has bland lighting, not very realistic imo.

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I just wanted to say thank

I just wanted to say thank you for the great work.

And a bug report, whenever you enter a DLC in new vegas, this plugin will prevent the slideshow from playing (the first picture shows, but it wont progress). Specifically ttwURWL01 weather.

Marcurios
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slideshow ?

slideshow ?

You mean the bik intro movie ?

So what you're saying is you can't play any DLC from New Vegas with URWL ?

What version of TTW are you playing with ?

Can anyone else confirm this ? 

Trm8r
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I think he is correct about

I think he is correct about ttwURWL01. OWB wouldn't play the intro for me. Sorry to say that I just disabled several mods at a time until it worked, but URWLTTW was one of them. I'm using TTW 2.4a and URWLTTW_v1.0.

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I'm using 2.7.2 and your

I'm using 2.7.2 and your latest file, looking at fnvedit it seems like you changed something with NVDLCxxNarratorscript but i cant for the life of me figure out whats wrong, i am too inept.

What happesn exactly is that i will tell the happy trails caravan guy to get there, the first slide of the movie shows (fallout new vegas) but the second slide never happens. (where the dlc name pops up under it).

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Did you guys try disabling

Did you guys try disabling URWLTTW alone, and not with others mods, to see if the slide show starts to work?

"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

Cataca
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yes, the problem is

yes, the problem is definitely URWLTTW-01-Weather.esm both at the start of honest hearts and at the end when the movie is supposed to play, it will show the first slide (in the start, its just the "fallout new vegas", the next one is supposed to show "honest hearts" under it, at the end, the first paragraph the narrator tells will play, but fail to continue).

The movie works fine without the aforementioned esm, unticking the other URWLTTW esp files doesnt help.

edit: the same applies to the start of OWB, i didnt play through it yet to see if this persists to the ending, i didnt start dead money yet.

Marcurios
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strange, i'll have to

strange, i'll have to reinstall TTW again to see what's wrong.

guess it's time to try 2.7 then, i was curious for 2.7 cause the installer should be fast

from what i've heard, will check this out tonight..

Can't say how fast i can get to New Vegas though, since it starts in vault 101.

Cataca
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the optional plugins contain

the optional plugins contain TTW startup menu, giving you the ability to start in new vegas.

Thanks for looking into this so fast, im greatly enjoying your mod otherwise.

 

Marcurios
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So, i've been there, Honest

So, i've been there, Honest Hearts that is, and you're right, the slideshow doesn't progress into the second slide.

I've checked the scripts and quests, and there is nothing, really nothing at all that has a connection with URWLTTW in the script or otherwise, i did notice that when i skip the slideshow quest by setting the skipvar to 1 that Honest Hearts just starts without the slideshow being played, but i couldn't find anything in URWL that conflicts with HH whatsoever, it shouldn't be doing this.

Now i must say that i found tons of errors in TaleOfTwoWastelands.esm and even the vanilla gamefiles too, but none of these seem to point to the slideshow quests and DLC startup quests either, so the only thing i can do for now is to make a quick fix to skip these slideshows till i find a real fix for it.

Cataca
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What about

What about NVDLC02Narratorscript? URWLTTW01 does modify that, but i am just not good enough at scripting to see where things might have gone wrong.

Marcurios
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if i remember correctly it

if i remember correctly it only adds a extra check to see if the first quest you get when you start a new game, the quest that ends when you step out of the doctor's door in goodsprings, so that can't have this result. 

 

and it probably is something that is Global, so it probably isn't in the NVDLC02 (honest Hearts) exclusively, since all other DLC's slideshows are affected too.

RoyBatty
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Since TTW doesn't touch the

Since TTW doesn't touch the NV DLC or it's scripts, would appreciate it if you shared the issues on the bug tracker or in a new topic.

 

Marcurios
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No it's a standard New Vegas

No it's a standard New Vegas bug that occurs sometimes out of nothing.

Something that ain't strange with a gameengine, i've noticed that gameengines are notoriously buggy, since i have worked with most of them, and all are proned to strange errors cause those guys simply ain't great coders, i bet that if google would make a game engine that it would perform better stability wise, if they'd have any directx knowledge that is.

There is no real fix for it, cause the devs never made it, but some guys made plugins to skip the slideshows. Here is one of them that made slideshow skip plugins for OWB and HH.

http://www.nexusmods.com/newvegas/mods/43139/?

I have been sifting trough the scripts and quests for 5 hours, and couldn't find anything that explains the behaviour.

And i have seen these slideshows ad nauseum by now, so i won't mind skipping them.

 

farmerboy464
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I use this mod myself http:/

I use this mod myself http://www.nexusmods.com/newvegas/mods/44089/?  It should fix the ctd while still letting you watch the ending slides.  I can attest that it has worked for myself on multiple playthroughs.

*edit-just noticed that I didn't read that very well.  This mod is a fix for if you get a ctd during the final slide show, as you are getting ready to head back to the Mojave.

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Is anyone else getting pink

Is anyone else getting pink/magenta lighting from about 10AM to 2PM only in the DC Wasteland with clear skies?

Everything else looks great.

File Attachments: 

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Yes, I am having the same

Yes, I am having the same issue as panthercom. I have also noticed in the DC Wasteland that the weathers do not progress at all. When it first activates, the standard sunny cloud weather starts up fine, but when the weather transitions, none of the other weather types show up, only a clear sky that isn't fully blue, and this weather remains indefinitely. There are only 2 other weather types that show up, but these are the rain and the snow, and it switches back to the strange clear sky weather when they finish. This has happened every time I've tried this mod, but no one else seems to have reported this. I don't think any of my mods are interfering with it, and I have the weather master & plugins at the end of their respective load orders. It's a pity because this mod seems like fantastic work, and I've loved URWL in the Mojave, but this issue is forcing me to choose a different weather mod.

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No issues here (apart from

No issues here (apart from the slideshow freezing (which I think I fixed but haven't reached dlc with my puny char yet)). I get all weathers nicely progressing and following me on fast travel in both dc and mojave.

With weather mod the problem is it changes a lot of records other mods change as well, especially CELL and WRLD records (which are changed by any mod adding any thing into the world).

You don't get the weathers because something after URWL overwrites the weather back to vanilla. Open your load order in fnvedit and traverse every CELL/Sub-Block and WRLD record URWL esm and esps touch, and make an override for every conflict so that the values from URWL are the winner of the conflict. 

The CELL overrides will solve wrong ligtning/color/fog value in interiors. The WRLD overrides will fix wrong weather types outside.

For good measure do the same with Weather and Light records too. Basically this is what I do with every mod I install - traverse it in fnvedit with my load order and resolve conflict in my esp with overrides which loads as very last. Time consuming? Yes, but the buttery smooth noncrashing game is well worth it for me.

Kill me again or take me as I am, for I shall not change.

Zalgo
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Does this work with Nevada

Does this work with Nevada skies?

OtakuNate
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Is there a reason why the

Is there a reason why the weather master file is a esm instead of esp. Because mamelukturbo is right that tons of mods will overwrite the esm. With an esp you can just place it last in your load order with almost no problems.

Marcurios
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i guess i could put it all in

i guess i could put it all in a esp, but the one time i did that the mod wouldn't read the files from the BSA file and i had missing meshes and stuff, and since i don't like all loose files in my gamedir either, i decided to make it a master.

But a master file usually overrides esp settings.

in any case, if you have other mods that alter the same settings as my weather mod, it is probably a weather mod itself, and you should never, i repeat, never use multiple weather mods, it is asking for trouble. 

what you should do is what mamelukturbo says, you should always check all your mods for conflicts in FNVEDIT, if you don't, you're asking for trouble again.

 

RoyBatty
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I've looked at the mod to try

I've looked at the mod to try and help other people with the issues.

DLC endings: You have the DLC endings scripts in your mod. For what reason, I have no idea. The scripts are uncompiled. That is why it is breaking DLC endings, this is easy to fix by either removing the scripts and deleting the records in Edit, or compiling them with whatever changes you want to make.

esm's do not ever override esp's, ever. Whatever is last in your load order has priority, you know that. Any mod which is touching any cell in the wasteland is going to edit the parent record of the cell, thus overriding any changes you have made to it. An esp can be made which has only the cell/worldrecord parent records in them with any region/climate changes so that it can be placed last in load order. This will resolve the issues of any other mods editing them. Other weather mods come with .esp's that do exactly this.

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I can confirm what Roy says

I can confirm what Roy says about the scripts - they serve no purpose in the urwl.esm and they ar ethe cause of the dlc troubles, just delete them and voila no freezing on going/leaving dlc - tested by me on load order of around 100 mods and 90h /played

the only change in them is removing of the halfblackISFX or w/e it's called - to what end I do not know, bottom line is the original DLC scripts work just fine so why change it if it's not broken :P

Kill me again or take me as I am, for I shall not change.

Marcurios
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@RoyBatty, you are right, i

@RoyBatty, you are right, i guess i was sleepy, mods later in the load order do overwrite similar records/forms.

I have no clue as to why these DLC scripts are in the esm, cause as far as i know i never even touched them, so they should not have been saved into my esm, so i guess i screwed up somewhere without knowing then.

But for the worldspace edits in a esp, i'm not going to do that, cause the weather mod is supposed to be used standalone, i don't think it serves any purpose at all to put Nevada Skies or any other weather mod after my esm, i didn't make it to be combined with other weather mods, if people don't want the URWL look, they should simply stick to another weather mod. Cause mixing weather mods is just nonsensical imo.

 

RoyBatty
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Glad you fixed it. The

Glad you fixed it. The scripts probably got stuck in from GECK just being GECK.

All that needs to be in the esp is the form headers for worldspace cells. Just about any mod that alters anything in any worldspace cell is going to do that, it's completely unavoidable.

I don't think anyone is intending to use another weather mod along side it. That would be silly.

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