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Fallout 3/NV/TTW things you might not know [*SPOILERS*]

General discussion of Tale of Two Wastelands
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Laclongquan
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Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]

Post by Laclongquan » Thu Jun 03, 2021 4:10 am

As of TTW 322, Haley in Point Look-out has 100 repair (no need to exploit bug) and you can recover the fixing money by trading with him~ Much valuable than Outcasts' specialist Olin since we can not trade with her.

PLO's moonshines have stronger effect (+5CHA and +5STR) than CW Moonshine available from start but same penalty. So a PLO's moonshine = 10 barter if your CHA is 5-.
Last edited by Laclongquan on Thu Jun 17, 2021 3:28 am, edited 1 time in total.

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Colonel_Campbell007
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Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]

Post by Colonel_Campbell007 » Thu Jun 17, 2021 3:10 am

Risewild wrote:
Tue May 19, 2015 1:31 pm


The game loads disabled plugins (.esm and .esp files) in your Data folder

This is not really about ingame secrets, but the Game still loads/indexes disabled plugins (.esm and .esp files) that are just sitting in your game's Data folder.
So if you play with 120 active Mods and have 40 more inactive mods (or again .esm and .esp files) sitting in your Data folder, it will cause problems for your game.
Always get rid of disabled mods you do not use.
Is this actually true? I just tried this with a little quick start mod I made for myself that adds a safe with a few items/weapons I like to have early-on to an abandoned house in Springvale: I placed the mod in data my folder, didn't activate it. No safe. I've never noticed an issue with non-active mods in data folder...

Perhaps this only happens when you use the default launcher? I use FOMM. Also, does this affect other Bethesda games?(mainly curious about Oblivion. I use OBMM for it...)

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jlf65
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Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]

Post by jlf65 » Sat Jun 19, 2021 9:44 pm

Yes, it's true. The mod is inactive, so nothing in the mod will appear in game, but it still takes a plugin slot. Plugin slots in Bethesda games until Fallout 4/Skyrim SE are limited in how many plugin slots you have. Fallout 4 introduced a new plugin number scheme to allow just over 4000 plugins, and Skyrim SE picked that up, too. I imagine Fallout 76 also has that, but it hardly matters as it's tough to get a mod on FO76.

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Laclongquan
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Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]

Post by Laclongquan » Sun Jun 20, 2021 2:14 am

ForgotMyPassword wrote:
Thu Jun 17, 2021 3:10 am
Is this actually true? I just tried this with a little quick start mod I made for myself that adds a safe with a few items/weapons I like to have early-on to an abandoned house in Springvale: I placed the mod in data my folder, didn't activate it. No safe.
If you only need that simple thing, might as well use command console to add them yourself instead of wasting time (and slot plugin) with a mod.

I also have a need for bottling water into empty bottles to make dirty water. But I dont bother with a mod, just throw bottles into a garbage container and additem in exact number of dirty water.

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Colonel_Campbell007
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Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]

Post by Colonel_Campbell007 » Mon Jun 21, 2021 7:14 pm

@ jlf65 -> thank you for the confirmation and explanation.
Laclongquan wrote:
Sun Jun 20, 2021 2:14 am

....If you only need that simple thing, might as well use command console to add them yourself instead of wasting time (and slot plugin) with a mod....
I understand but it's soooo not a waste of time to me personally as I rather just grab the stuff on my way through Springvale with a new character and remove the plug-in before my next session versus writing down or memorizing a bunch of codes before hand then typing them all out for each character. Besides, I love playing around with the Geck and the plug-in limit is meaning less to me. Morrowind is the only game I push 100 mods in, and that still leaves me with room for more.

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Colonel_Campbell007
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Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]

Post by Colonel_Campbell007 » Mon Jun 21, 2021 7:27 pm

Back on Topic:

In the Museum of Technology several terminals contain Log Entry 2077 01 03 -- which talks about a virus that got into the mainframe. This log entry ends with:
'...the infection has been removed... the soul of this machine has improved.'

I personally believe this is a reference to the song Archetype by Fear Factory which includes that phrase word for word.

Edit: Music video --> https://m.youtube.com/watch?v=SeNTuWpTLVA

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jlf65
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Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]

Post by jlf65 » Mon Jun 21, 2021 11:59 pm

ForgotMyPassword wrote:
Mon Jun 21, 2021 7:14 pm
@ jlf65 -> thank you for the confirmation and explanation.
No problem.
I understand but it's soooo not a waste of time to me personally as I rather just grab the stuff on my way through Springvale with a new character and remove the plug-in before my next session versus writing down or memorizing a bunch of codes before hand then typing them all out for each character. Besides, I love playing around with the Geck and the plug-in limit is meaning less to me. Morrowind is the only game I push 100 mods in, and that still leaves me with room for more.
There are UI mods that allow you to browse items that are part of mods to more easily get items without knowing IDs and whatnot. You might try one of those, like this one: https://www.nexusmods.com/newvegas/mods/60992

And the last time I played Oldrim, I was using 254 plugins. I didn't use that many on FO3/NV because they didn't (at the time) allow it. I've since got SkyrimSE and will probably have well more than that many plugins on it. I know the last time I was playing Fallout 4, I was well over 300 plugins. :twisted: :lol:

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Laclongquan
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Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]

Post by Laclongquan » Tue Jun 22, 2021 7:46 am

I am not commenting on the love to make mod.

But I point out that search related items, then type player.placeatme.... all that take 10 minutes, top~ Much faster and compact than make a mod to do all that.

As for plugin.... My MO2 note less than 40. And I generally plan to add no more than 10 when getting to Mojave.

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Risewild
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Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]

Post by Risewild » Tue Jun 22, 2021 8:10 am

I have nothing against making personal mini mods for stuff like that, and I'm only posting this as an informational post:

It's possible to run batch files from the game's console using a command.

So it's possible to make a batch file with all the "player.additem" + item codes and quantity (like one would do in the ingame console) and place that file in the base FNV directory (the same directory where the "FalloutNV.exe" is).

Then just run that using the console command:
  • batch "batch file name"
Without the: " "
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Colonel_Campbell007
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Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]

Post by Colonel_Campbell007 » Tue Jun 22, 2021 11:30 am

Risewild wrote:
Tue Jun 22, 2021 8:10 am
...It's possible to run batch files from the game's console using a command...
I know. I honestly never thought about using player.additem commands in one though. Thanks for the tip!
Laclongquan wrote:
Tue Jun 22, 2021 7:46 am
...all that take 10 minutes, top~ Much faster and compact than make a mod to do all that.
Definitely faster - considering the Geck itself takes 10 mins to load, haha.
jlf65 wrote:
Mon Jun 21, 2021 11:59 pm
...There are UI mods that allow you to browse items...
I actually just found out about that mod(or a similar one) a few days ago when I was searching for a list of all FNV item codes. I forgot about it though so I appreciate the link as I have the Alton TTW conversion and it could come in handy there.(I read it's definitely playable but has some bugs)
jlf65 wrote:
Mon Jun 21, 2021 11:59 pm
And the last time I played Oldrim, I was using 254 plugins.... I know the last time I was playing Fallout 4, I was well over 300 plugins. :twisted: :lol:

Wow! I hope you didn't uninstall it; I imagine it takes a long time to playtest for stability with that many mods.

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