TTW Interiors for 3.2.x - Updated 04/06/2019

Mod releases and conversions for Current versions of TTW
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micmou
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Joined: Sun Jul 20, 2014 4:57 pm

Re: TTW Interiors for 3.2.x - Updated 04/06/2019

Post by micmou » Wed May 15, 2019 5:25 am

What issues are resolved by the FPGE patch? I am more asking out of curiosity and partially wondering if it would be ok to run FPGE without the patch.


LordVerenaS
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Joined: Fri May 17, 2019 6:22 am

Re: TTW Interiors for 3.2.x - Updated 04/06/2019

Post by LordVerenaS » Fri May 17, 2019 6:49 am

I apologise if this is somehow a dumb question and also thank in advance for any help.
The "TTW Int-Devastated City Patch v2.0" requires the Devastated City mod. I searched and found that the Devastated City mod was made for fallout 3.
I just need to download the Devastated City mod and install it before the "TTW Int-Devastated City Patch v2.0"?
Or do I need to do something else?
Sorry to bother, I really liked the look of Devastated City and would be nice to see it on my next playthrough.

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RoyBatty
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Location: Vault 108

Re: TTW Interiors for 3.2.x - Updated 04/06/2019

Post by RoyBatty » Fri May 17, 2019 4:00 pm

I converted that mod and it's linked here.
Image

soldiergirl2
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Joined: Mon May 20, 2019 6:09 pm

Re: TTW Interiors for 3.2.x - Updated 04/06/2019

Post by soldiergirl2 » Thu May 23, 2019 2:31 am

So the newest version of FPGE is an ESM instead of an ESP, so the patch won't work with the newest version.

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IAreBob
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Re: TTW Interiors for 3.2.x - Updated 04/06/2019

Post by IAreBob » Thu May 23, 2019 7:04 am

soldiergirl2 wrote:
Thu May 23, 2019 2:31 am
So the newest version of FPGE is an ESM instead of an ESP, so the patch won't work with the newest version.
Fix it yourself by renaming the master to *.esp instead of *.esm, then changing the master in FNVEdit to use *.esm instead of *.esp, then rename the master back to *.esm. This will work until chuck releases another version.

(Unsure if simply renaming will be functional despite the plugin having the ESM flag).

-IAreBob

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micmou
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Re: TTW Interiors for 3.2.x - Updated 04/06/2019

Post by micmou » Thu May 23, 2019 10:30 am

Or you can open the patch in a hex editor and change the dependancy Functional Post Game Ending.esp to Functional Post Game Ending.esm

That tip is courtesy of Roy


soldiergirl2
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Joined: Mon May 20, 2019 6:09 pm

Re: TTW Interiors for 3.2.x - Updated 04/06/2019

Post by soldiergirl2 » Sat May 25, 2019 1:53 am

IAreBob wrote:
Thu May 23, 2019 7:04 am
soldiergirl2 wrote:
Thu May 23, 2019 2:31 am
So the newest version of FPGE is an ESM instead of an ESP, so the patch won't work with the newest version.
Fix it yourself by renaming the master to *.esp instead of *.esm, then changing the master in FNVEdit to use *.esm instead of *.esp, then rename the master back to *.esm. This will work until chuck releases another version.

(Unsure if simply renaming will be functional despite the plugin having the ESM flag).

-IAreBob
micmou wrote:
Thu May 23, 2019 10:30 am
Or you can open the patch in a hex editor and change the dependancy Functional Post Game Ending.esp to Functional Post Game Ending.esm

That tip is courtesy of Roy

Alright, I'll do that now. Thanks guys.

UsagiPyon
Posts: 155
Joined: Thu Jan 17, 2019 4:09 pm

Re: TTW Interiors for 3.2.x - Updated 04/06/2019

Post by UsagiPyon » Thu Jul 18, 2019 12:10 pm

Just started NV's portion of the Drunken Gnome Quest by first picking up the "Happy Hour" gnome behind the goodspring gas station. When I proceeded to nevada highway patrol station to pick up "Officer Friendly" inside the bush, I can't interact with it. Disabled the bush via console command and still can't interact/pick up the gnome :(

FormID: 0E1CF213
SpoilerShow
Image
I have picked up all the DC gnomes (except the DLCs) with no problems.

My LO:
+ NVAC
+ NVTF (With bFastResolution set to 1)
+ JIP LN NVSE 55.10
+ TTW 3.2.2
SpoilerShow
[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.esm
[X] AWorldOfPain(Preview).esm
[X] AWorldOfPainFO3.esm
[X] AnotherInteriorMod.esm
[X] A Trail of Crumbs.esm
[X] TTWInteriors_Core.esm
[X] TTWInteriorsProject_Combo.esm
[X] DarNifiedUINV.esp
[X] LootMenu.esp
[X] JIP Companions Command & Control.esp
[X] JIP MiniMap.esp
[X] Enhanced Item Info.esp
[X] The Mod Configuration Menu.esp
[X] The Weapon Mod Menu.esp
[X] TTW - AWOPNV.esp
[X] TTW-AWOPNV-AWOPFO3.esp
[X] TTWInt_FPGE_Patch.esp
[X] TTW Quick Start.esp
[X] BLEED.esp
[X] MMP.esp
Last edited by UsagiPyon on Thu Jul 18, 2019 1:59 pm, edited 1 time in total.

Lyndi
Posts: 308
Joined: Tue Jul 07, 2015 8:32 pm

Re: TTW Interiors for 3.2.x - Updated 04/06/2019

Post by Lyndi » Thu Jul 18, 2019 12:59 pm

I had the same issue. I was going to look into it myself but got distracted by something shiny.

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kkTrock
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Re: TTW Interiors for 3.2.x - Updated 04/06/2019

Post by kkTrock » Sat Sep 07, 2019 3:00 pm

Oh man, I had completely forgot about this. Well, time to finally fire up TTW haha :D Thanks Chuck, you're the man.
You just lost the game.

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