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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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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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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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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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.

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