Ties that Bind - TTW 3.2

Mod releases and conversions for Current versions of TTW
kailok3
Posts: 5
Joined: Sun Dec 16, 2018 12:18 am

Re: Ties that Bind - TTW 3.2

Post by kailok3 » Wed Dec 19, 2018 10:08 pm

Zack Layton wrote:
Wed Dec 19, 2018 8:09 pm
kailok3 wrote:
Wed Dec 19, 2018 7:06 pm
When I make her wait or stay at the designated place as "home" she waits, but when I enter another place she appears there with me. Why would that be?
Have you downloaded the most recent version?
Yes, only a few days ago. It requires the original mod, right? (I supposed so, seeing that the original is 112MB and the patch only 600KB)

And I noticed that she also doesn't seem to respond to the "passive" command, she's pretty agressive :lol: but it's been sometime since I played Fallout 3 (I played New vegas regularly), so that could be a problem with being a companion made for Fallout 3, I don't remember if those had any "commands" at all (other than of "stay here").

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Zack Layton
Posts: 31
Joined: Wed Sep 12, 2018 5:01 pm
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Re: Ties that Bind - TTW 3.2

Post by Zack Layton » Wed Dec 19, 2018 10:22 pm

kailok3 wrote:
Wed Dec 19, 2018 10:08 pm
Zack Layton wrote:
Wed Dec 19, 2018 8:09 pm
kailok3 wrote:
Wed Dec 19, 2018 7:06 pm
When I make her wait or stay at the designated place as "home" she waits, but when I enter another place she appears there with me. Why would that be?
Have you downloaded the most recent version?
Yes, only a few days ago. It requires the original mod, right? (I supposed so, seeing that the original is 112MB and the patch only 600KB)

And I noticed that she also doesn't seem to respond to the "passive" command, she's pretty agressive :lol: but it's been sometime since I played Fallout 3 (I played New vegas regularly), so that could be a problem with being a companion made for Fallout 3, I don't remember if those had any "commands" at all (other than of "stay here").
Do you think you can settle on using "setplayerteammate 0" in console for now? A lot of my attention is focused on Weapon Retexture Project currently. :(
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SaintDane
Posts: 7
Joined: Mon Dec 23, 2013 8:47 pm

Re: Ties that Bind - TTW 3.2

Post by SaintDane » Wed Dec 19, 2018 10:30 pm

I encounter her immediately after leaving 101 and it initiates the "ties that bind" quest with dialogue about being trapped in a cage. However, she's just running around the wasteland near 101. Any ideas?

kailok3
Posts: 5
Joined: Sun Dec 16, 2018 12:18 am

Re: Ties that Bind - TTW 3.2

Post by kailok3 » Wed Dec 19, 2018 11:14 pm

Zack Layton wrote:
Wed Dec 19, 2018 10:22 pm
kailok3 wrote:
Wed Dec 19, 2018 10:08 pm
Zack Layton wrote:
Wed Dec 19, 2018 8:09 pm


Have you downloaded the most recent version?
Yes, only a few days ago. It requires the original mod, right? (I supposed so, seeing that the original is 112MB and the patch only 600KB)

And I noticed that she also doesn't seem to respond to the "passive" command, she's pretty agressive :lol: but it's been sometime since I played Fallout 3 (I played New vegas regularly), so that could be a problem with being a companion made for Fallout 3, I don't remember if those had any "commands" at all (other than of "stay here").
Do you think you can settle on using "setplayerteammate 0" in console for now? A lot of my attention is focused on Weapon Retexture Project currently. :(
Well... I think that the problem was on me (not typical at all...), sorry for the bother.

I read in the original mod page that the author said to put the mod last (I just used LOOT, and well, the esp was in the middle). I suppose it's that because I didn't do anything else diferently.

MarlinModel1895
Posts: 3
Joined: Sun Dec 16, 2018 7:58 am

Re: Ties that Bind - TTW 3.2

Post by MarlinModel1895 » Wed Dec 19, 2018 11:29 pm

Ties that bind ctds right before main menu loads. Update, do I have to convert ties that bind manually to make it work with TTW?

Barachiel
Posts: 5
Joined: Tue Jun 14, 2016 7:45 pm

Re: Ties that Bind - TTW 3.2

Post by Barachiel » Sat Dec 22, 2018 6:37 pm

Did you install the original mod first, then overwrite the esp with the one provided?

MarlinModel1895
Posts: 3
Joined: Sun Dec 16, 2018 7:58 am

Re: Ties that Bind - TTW 3.2

Post by MarlinModel1895 » Sun Dec 23, 2018 8:54 pm

Yes I installed ties that bind off the fallout 3 nexus on mod organizer. Then I downloaded the esp file and placed it in the folder. If I’m doing it wrong can someone tell me the correct method to installing ties that bind for TTW.

darkkira1332
Posts: 34
Joined: Fri Dec 14, 2018 2:33 pm

Re: Ties that Bind - TTW 3.2

Post by darkkira1332 » Tue Dec 25, 2018 1:12 am

MarlinModel1895 wrote:
Sun Dec 23, 2018 8:54 pm
Yes I installed ties that bind off the fallout 3 nexus on mod organizer. Then I downloaded the esp file and placed it in the folder. If I’m doing it wrong can someone tell me the correct method to installing ties that bind for TTW.
Did you replace the original esp? If you haven't then you are doing it wrong.

MarlinModel1895
Posts: 3
Joined: Sun Dec 16, 2018 7:58 am

Re: Ties that Bind - TTW 3.2

Post by MarlinModel1895 » Wed Dec 26, 2018 6:52 am

I replaced it and now I can make a new game. But it now crashes during 9 years later slide.

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Darkdragon4x4
Posts: 2
Joined: Tue Jan 01, 2019 6:56 am

Re: Ties that Bind - TTW 3.2

Post by Darkdragon4x4 » Wed Jan 02, 2019 1:36 am

nvm, false alarm sorry

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