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

Mod releases and conversions for Current versions of TTW
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Eddoursul
Posts: 9
Joined: Mon Aug 26, 2019 7:15 pm

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

Post by Eddoursul » Fri Dec 11, 2020 5:43 pm

Vidar wrote:
Wed May 20, 2020 10:44 pm
Fix Notes (for New Vegas Officer Friendly, if needed):
Taken from the post by Aeternus_Malus » Sat Sep 07, 2019 12:04 pm on: Tale of Two Wastelands -> Mod Releases 3.x -> TTW interiors for 3.2x
(Thank you Aeternus_Malus :) )
  • Open TTWInteriorsProject_Combo.esm in xEdit
  • Find xx1CF213 Officer Friendly (where "xx" is the mod index number in hexadecimal)
  • Rename the model filename from NVInteriorsMeshes\clutter\GardenGnomes\gardengnomePoliceHat.nif to NVInteriorsMeshes\clutter\GardenGnomes\gardengnomePoliceHat01.nif
Similar fix should be applied to Gomer, its model throws an exception.
xx1CF223
NVInteriorsMeshes\clutter\GardenGnomes\gardengnomeTraficCone.nif
replace with
NVInteriorsMeshes\clutter\GardenGnomes\gardengnomeTraficCone01.nif

Eddoursul
Posts: 9
Joined: Mon Aug 26, 2019 7:15 pm

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

Post by Eddoursul » Fri Dec 11, 2020 6:17 pm

To prevent Godfrey and Wadsworth from going into standby mode, revert HD00MrHandyGodfrey and HD00MrHandyWadsworth to vanilla.

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