TTW Interiors for 3.2.x - Updated 04/06/2019
- micmou
- Posts: 29
- Joined: Sun Jul 20, 2014 4:57 pm
Re: TTW Interiors for 3.2.x - Updated 04/06/2019
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.
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- Posts: 1
- Joined: Fri May 17, 2019 6:22 am
Re: TTW Interiors for 3.2.x - Updated 04/06/2019
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.
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.
- RoyBatty
- Gary
- Posts: 7096
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
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- Posts: 4
- Joined: Mon May 20, 2019 6:09 pm
Re: TTW Interiors for 3.2.x - Updated 04/06/2019
So the newest version of FPGE is an ESM instead of an ESP, so the patch won't work with the newest version.
- IAreBob
- Posts: 91
- Joined: Wed Sep 19, 2018 6:37 pm
Re: TTW Interiors for 3.2.x - Updated 04/06/2019
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.soldiergirl2 wrote: ↑Thu May 23, 2019 2:31 amSo the newest version of FPGE is an ESM instead of an ESP, so the patch won't work with the newest version.
(Unsure if simply renaming will be functional despite the plugin having the ESM flag).
-IAreBob
- micmou
- Posts: 29
- Joined: Sun Jul 20, 2014 4:57 pm
Re: TTW Interiors for 3.2.x - Updated 04/06/2019
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
That tip is courtesy of Roy
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Re: TTW Interiors for 3.2.x - Updated 04/06/2019
IAreBob wrote: ↑Thu May 23, 2019 7:04 amFix 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.soldiergirl2 wrote: ↑Thu May 23, 2019 2:31 amSo the newest version of FPGE is an ESM instead of an ESP, so the patch won't work with the newest version.
(Unsure if simply renaming will be functional despite the plugin having the ESM flag).
-IAreBob
Alright, I'll do that now. Thanks guys.
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- Posts: 184
- Joined: Thu Jan 17, 2019 4:09 pm
Re: TTW Interiors for 3.2.x - Updated 04/06/2019
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
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

FormID: 0E1CF213
SpoilerShow

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
[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.
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- Posts: 458
- Joined: Tue Jul 07, 2015 8:32 pm
Re: TTW Interiors for 3.2.x - Updated 04/06/2019
I had the same issue. I was going to look into it myself but got distracted by something shiny.
Produces the programming equivalent of coffee stains.
- kkTrock
- Posts: 6
- Joined: Sun Oct 07, 2018 7:42 am
Re: TTW Interiors for 3.2.x - Updated 04/06/2019
Oh man, I had completely forgot about this. Well, time to finally fire up TTW haha
Thanks Chuck, you're the man.

You just lost the game.