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Sawyer Batty Mod

Mod releases and conversions for Current versions of TTW
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morbidly_strong
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Re: Sawyer Batty Mod

Post by morbidly_strong » Tue Nov 20, 2018 1:08 am

SeriousCreeper wrote:
Mon Nov 19, 2018 9:23 pm
Where should this be in the load order? Currently moved it to the bottom, followed by the TTW Exp Reduction/PerPerLevel mods. Would that be fine?

Cheers,
SC
Open FNVEdit, load all your plugins.
Right click, filter for conflict losers and you can see what each plugin overwrites (if it does).
Or just manually go through each entry in the sawyer batty esp and see if there are any overwrites or conflicts.
Last edited by morbidly_strong on Fri Nov 23, 2018 4:14 pm, edited 1 time in total.

SeriousCreeper
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Joined: Sun Nov 18, 2018 3:42 am

Re: Sawyer Batty Mod

Post by SeriousCreeper » Tue Nov 20, 2018 7:24 pm

Thanks, will give that a shot!

waddlesmcsqueezy
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Re: Sawyer Batty Mod

Post by waddlesmcsqueezy » Fri Nov 23, 2018 1:44 am

Does this or any other of the current 3.2 TTW addons have dlc weapon integration? I couldn't find anything on it and I think the JSUE has it so I was just curious that way I don't get conflicts if I do use a mod for it.

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Risewild
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Re: Sawyer Batty Mod

Post by Risewild » Fri Nov 23, 2018 4:12 am

waddlesmcsqueezy wrote:
Fri Nov 23, 2018 1:44 am
Does this or any other of the current 3.2 TTW addons have dlc weapon integration? I couldn't find anything on it and I think the JSUE has it so I was just curious that way I don't get conflicts if I do use a mod for it.
I don't know if this one has weapon integration or not. But don't use JSUE with TTW. It's not compatible.
Only the author of JSUE can make it compatible, so if anyone is interested in using that mod with TTW, the best bet is to kindly ask the author if he is willing to make it compatible (notice the KINDLY). ;)
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RoyBatty
Gary
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Re: Sawyer Batty Mod

Post by RoyBatty » Fri Nov 23, 2018 10:45 am

This has GRA integration, it should work fine.
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damdood23
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Re: Sawyer Batty Mod

Post by damdood23 » Tue Nov 27, 2018 5:47 pm

Any chance you can make stimpaks weigh nothing?

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RoyBatty
Gary
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Re: Sawyer Batty Mod

Post by RoyBatty » Tue Nov 27, 2018 10:54 pm

You can do that yourself in xEdit.
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Mstaic
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Re: Sawyer Batty Mod

Post by Mstaic » Thu Dec 06, 2018 12:32 am

Seems the GRA integration of this causes a small issue with the vanilla variant of the anti-materiel rifle, the "silencer" doesn't suppress the sound of the GRA version of the weapon, but does do so for the Vanilla one, this is going purely off sound I haven't tested if they both have the same effect in gameplay. I don't mind the muzzle brake they call the silencer not reducing sound but it is inconsistent between the two.

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RoyBatty
Gary
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Re: Sawyer Batty Mod

Post by RoyBatty » Thu Dec 06, 2018 1:15 am

I'll have a look at the conversions/patches after I get the update out. I did a bunch of work on AWOP already too.
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3manfallout
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Joined: Wed Dec 05, 2018 12:25 pm

Re: Sawyer Batty Mod

Post by 3manfallout » Mon Dec 10, 2018 3:57 am

I noticed that with Hardcore Mode enabled with this mod, Minor Dehydration sets in at 400 points instead of 200, and for some reason I'm getting the Power Armor Training perk when I receive the Pip-Boy from the Overseer. The only other mods I'm running are Vanilla UI Plus, Vanilla HUD Remastered, Root n' Loot, your mod that makes gates close and open based on player proximity (awesome stuff!), and a slight immersion edit for the train ricket being named to Las Vegas instead of New Vegas. I'm wondering if maybe it's an intended or if it's a problem. Thanks!

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