The Regulators

Mod releases and conversions for Current versions of TTW
Daeymon
Posts: 11
Joined: Thu Sep 13, 2018 8:40 pm

Re: The Regulators

Post by Daeymon » Mon Mar 11, 2019 5:27 pm

RoyBatty wrote:
Mon Mar 11, 2019 3:39 pm
We are aware of the navmesh conflicts here and are looking into it.
Great to hear. Then old news from your prospective :)

UsagiPyon
Posts: 184
Joined: Thu Jan 17, 2019 4:09 pm

Re: The Regulators

Post by UsagiPyon » Sun Apr 14, 2019 1:34 pm

Final Edit* 16/04/19
Just finished the mod today and it was hell alot of fun and the perk was sweet.
Although I did encounter several possible mod bugs or engine bugs, they were minor at best.
I had TTW Regulator version 1.4 on a fresh run.

1.The door to the HQ was marked red and I am considered as trespassing.
The items inside the cells were all green but I can't use the bed because I was flagged as trespassing.
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2.The quest marker do not update upon killing the main target boss of the contract and looting his finger of the fugitive does nothing as well.
However you can return back to HQ and complete the contract via the terminal.

3.After I kill the main target boss and loots his finger of the fugitive, I save and was then promptly killed by a sneaking deathclaw behind me.
So I reloaded the save and upon doing so I can't complete the contract via the terminal. I reloaded again to confirm and true enough I can't complete the contract.
The contract seems to have to be done in one shot.

4.The brahmin herd was not outside the HQ when I first reach it but reloading the save makes them appear.

5.Not sure if this was intentional or not. When you accept a contract and immediately use the terminal to reset the location with more enemies, it spawns two bosses in which you can get two finger of the fugitive. The additional one becomes redundant after you complete the contract.

6.Sonora Cruz's neck glitches out from her regulator combat armor. I did not use any body replacer for this fresh run.
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7.I get the perk only after 48 contracts (mod description says 47 but no big deal) were completed and after which if I continue to accept another contract via terminal, it sometimes do not give me the quest but the terminal shows that I have already accepted the contract.


Below is my load order and I am using the latest JIP LN NVSE 55.10
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[X] FalloutNV.esm
[X] DeadMoney.esm
[X] HonestHearts.esm
[X] OldWorldBlues.esm
[X] LonesomeRoad.esm
[X] GunRunnersArsenal.esm
[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CaravanPack.esm
[X] ClassicPack.esm
[X] MercenaryPack.esm
[X] TribalPack.esm
[X] TaleOfTwoWastelands.esm
[X] YUPTTW.esm
[X] Functional Post Game Ending.esp
[X] AWorldOfPain(Preview).esm
[X] AWorldOfPainFO3.esm
[X] Regulators.esm
[X] AnotherInteriorMod.esm
[X] A Trail of Crumbs.esm
[X] Sortomatic.esm
[X] TTWInteriors_Core.esm
[X] TTWInteriorsProject_Combo.esm
[X] CASM with MCM.esp
[X] TTWInt_FPGE_Patch.esp
[X] FyTy - Companion Framework.esp
[X] DLCSortomatic.esp
[X] DarNifiedUINV.esp
[X] Enhanced Item Info.esp
[X] JIP MiniMap.esp
[X] The Mod Configuration Menu.esp
[X] The Weapon Mod Menu.esp
[X] BLEED.esp
[X] SortomaticIngredientLoader.esp
[X] TTW - AWOPNV.esp
[X] TTW-AWOPNV-AWOPFO3.esp
[X] TTW Quick Start.esp
[X] FyTy - Robotician.esp
[X] MCCRosalia.esp
[X] FNV Vlad's Weapon Emporium.esp
[X] MMP.esp

JJD2112
Posts: 6
Joined: Mon Jul 03, 2017 3:42 am

Re: The Regulators

Post by JJD2112 » Mon Jul 05, 2021 5:37 pm

Hello, not sure if this mod is still receiving updates, but I'm having the red door problem still. Would love to keep going with the mod, but trespassing is making it practically impossible. I'm working with the latest TTW and have put in a spare few hours into playing without any other issues popping up. Thank you for all your hard work.

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jlf65
Posts: 1502
Joined: Wed Aug 10, 2016 9:10 pm

Re: The Regulators

Post by jlf65 » Mon Jul 05, 2021 11:11 pm

JJD2112 wrote:
Mon Jul 05, 2021 5:37 pm
Hello, not sure if this mod is still receiving updates, but I'm having the red door problem still. Would love to keep going with the mod, but trespassing is making it practically impossible. I'm working with the latest TTW and have put in a spare few hours into playing without any other issues popping up. Thank you for all your hard work.
You can enter the red door without worrying about trespassing. Never had an issue with that using this mod. Just go on in and talk to Sonora. No one will bat an eye at you "trespassing".

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Manan
Posts: 53
Joined: Wed Aug 31, 2016 10:35 pm

Re: The Regulators

Post by Manan » Mon Jul 05, 2021 11:29 pm

jlf65 wrote:
Mon Jul 05, 2021 11:11 pm
You can enter the red door without worrying about trespassing. Never had an issue with that using this mod. Just go on in and talk to Sonora. No one will bat an eye at you "trespassing".
I used to use the mod, and that issue definitely existed. NPCs in the Regulator HQ would follow you around, tell you to leave, and eventually become hostile. I don't have it installed right now to examine what the problem is, I tried back then with no luck. Probably a cell flag or something else simple, but I don't have much explicit knowledge about how trespassing works under the hood. Maybe it's even a conflict with a popular mod, if others have had the issue but you haven't.

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jlf65
Posts: 1502
Joined: Wed Aug 10, 2016 9:10 pm

Re: The Regulators

Post by jlf65 » Tue Jul 06, 2021 9:51 am

Weird. I get the red door every play-thru, but have never once had anyone inside tell me to leave or get hostile. I'd say it's maybe a mod conflict making them hostile. Or maybe when I make my merged patch, I correct whatever the issue is without noticing. :lol:

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RoyBatty
Gary
Posts: 7277
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: The Regulators

Post by RoyBatty » Wed Jul 07, 2021 5:57 pm

This is a bug with ownership in NV, can't be fixed. I got jazz to try already and it broke more than it fixed.
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