TTW redesigned

Mod releases and conversions for Current versions of TTW
junkacc
Posts: 40
Joined: Thu May 16, 2019 2:59 am

TTW redesigned

Post by junkacc » Sat Jan 11, 2020 6:36 pm

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1. install https://www.nexusmods.com/newvegas/mods/39218
2. Install https://www.nexusmods.com/newvegas/mods/66903. T4 - main, T4 - Redesigned 2, and T4 - Plugin TTW
3. Install http://s000.tinyupload.com/index.php?fi ... 4631477629
4. Disable NVR- Lore and NVR- Recommended. Enable NVR- TTW
5. Load the NVR II.esm and NVR- TTW.esp after TTWYUP.esm
6. Edit your ini. bLoadFaceGenHeadEGTFiles=1

I made it in 2 hours and haven't tested because I deleted TTW again, but tell me what you think.
bLoadFaceGenHeadEGTFiles=1 because this is still in beta and not production ready.
Last edited by junkacc on Tue Jan 21, 2020 5:30 am, edited 5 times in total.

UsagiPyon
Posts: 184
Joined: Thu Jan 17, 2019 4:09 pm

Re: TTW redesigned

Post by UsagiPyon » Sun Jan 12, 2020 2:56 am

junkacc wrote:
Sat Jan 11, 2020 6:36 pm
1. install https://www.nexusmods.com/newvegas/mods/39218
2. Install https://www.nexusmods.com/newvegas/mods/66903. T4 - main and T4 - Redesigned 2.
3. Install http://s000.tinyupload.com/index.php?fi ... 6097079092
4. Disable NVR- Lore and NVR- Recommended. Enable NVR- TTW

I made it in 2 hours and haven't tested because I deleted TTW again, but tell me what you think.
Thanks! Will be trying it out :D

junkacc
Posts: 40
Joined: Thu May 16, 2019 2:59 am

Re: TTW redesigned

Post by junkacc » Sun Jan 12, 2020 3:50 am

Make sure "New Vegas Redesigned II.esm" loads after TaleofTwoWastelands.esm and YUPTTW.esm.

I will upload to nexus after yous test :)

Now I'm trying to figure out a way to delete overrides that are identical to the previous master but can't be deleted by the fnvedit "Remove Indentical to Master Records" script because of overrides way up the tree. Anyone have any pointers?

UsagiPyon
Posts: 184
Joined: Thu Jan 17, 2019 4:09 pm

Re: TTW redesigned

Post by UsagiPyon » Sun Jan 12, 2020 9:04 am

Only have time running from Goodsprings -> NCRF -> Primm -> NCR Outposts on a new game. Nothing odd atm and the redesign stuffs seems to be working. Just that you have to enable "bLoadFaceGenHeadEGTFiles=1" or you will have the infamous mismatched head and body. IIRC TTW 3.2 and some other mods are depreciating that.

Exporting NPC Face textures could also solve that. You could get more indepth info from Roy, LiveWireCascade(correct spelling? who was supposedly working on TTW redesign some months ago) and or modders around here I guess.
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bLoadFaceGenHeadEGTFiles=0
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bLoadFaceGenHeadEGTFiles=1
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Ence
Posts: 54
Joined: Wed Mar 13, 2019 9:30 am

Re: TTW redesigned

Post by Ence » Sun Jan 12, 2020 10:08 am

It's working with Roberts Male Body?

junkacc
Posts: 40
Joined: Thu May 16, 2019 2:59 am

Re: TTW redesigned

Post by junkacc » Sun Jan 12, 2020 11:38 am

@usagi, Thanks, I've already made those but I made a quick upload here for testing. It'll be a long time b4 I upload this to nexus... my 1,000 endorsement policy!!!

@ence, the only armor TTW redesigned changes are cass and veronica. Roberts needs someone to make a compat plugin for TTW, and to make it seamless new textures too.

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RoyBatty
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Re: TTW redesigned

Post by RoyBatty » Sun Jan 12, 2020 11:26 pm

You should make a combined plugin that doesn't require the originals.

Did you just copy over the facegen/race changes instead of all the junk/bad edits of the originals?

Did you regen the bodymod/facemod textures?
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junkacc
Posts: 40
Joined: Thu May 16, 2019 2:59 am

Re: TTW redesigned

Post by junkacc » Mon Jan 13, 2020 3:47 am

RoyBatty wrote:
Sun Jan 12, 2020 11:26 pm
You should make a combined plugin that doesn't require the originals.

Did you just copy over the facegen/race changes instead of all the junk/bad edits of the originals?

Did you regen the bodymod/facemod textures?
For project reality (FO3), I only copied the facegen data, NAM6 and NAM7 into "NVR- TTW.esp". For FNV, I copied the facegen, race, hair, eyes, NAM6 and NAM7 from NVR2 into "New Vegas Redesigned II.esm". Then any overrides from TTW for FNV NPCs were put into "NVR- TTW.esp". This is so I wouldn't have to maintain two seperate versions of NVRII.esm for FNV and TTW and also my xedit script kept crashing lol.

TTW seems to do the same thing. The base game and DLC NPCs are defined in their respective ESMs, overridden in TTW.esm then overridden again in TTW-YUP.esm. How does that work?

I have more questions.
1. Do I need ONAM in the file header?
2. For TTW, the final and definitive bodymod/facemod textures for all NPCs are in TTW.esm?
3. What happens when bLoadFaceGenHeadEGTFiles=0 but a user installs a third party mod that doesn't come with bodymod/facemod textures?
4. You should ask an NVSE guy to make the engine fall back to bLoadFaceGenHeadEGTFiles=1 behavior when it detects that facegen textures are absent.

BoostedBoi
Posts: 5
Joined: Fri Jan 10, 2020 10:56 pm

Re: TTW redesigned

Post by BoostedBoi » Mon Jan 13, 2020 5:25 am

I get mismatching skin tones that breaks it for me. using mo2 and was testing on the Big Town folks.

BoostedBoi
Posts: 5
Joined: Fri Jan 10, 2020 10:56 pm

Re: TTW redesigned

Post by BoostedBoi » Thu Jan 16, 2020 1:25 am

Around Megaton everyone looks good and it's working, but Shorty and Red and Big Town people really mismatch. I think it works just needs to patch some of the fo3 npcs probably

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