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Belthan's Coito Ergo Sum converted to TTW 3.2

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kevbdrmn2
Posts: 7
Joined: Wed Dec 04, 2019 6:50 am

Re: Belthan's Coito Ergo Sum converted to TTW 3.2

Post by kevbdrmn2 » Fri Jan 03, 2020 9:15 pm

I have another question, during the resurrection of fresca I got dom atomic as a worker in lollipopz. I wanted to do it again but I don't know how it happened the first time. was this a glitch? I know I am showing ignorance but that is why I am here, asking people who know. thanks for this mod and thanks for any help you may have.

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Lyaneri
Posts: 99
Joined: Sat Dec 15, 2018 11:07 am

Re: Belthan's Coito Ergo Sum converted to TTW 3.2

Post by Lyaneri » Sat Jan 04, 2020 3:29 pm

Remind me who Dom Atomic is. I played and finished this mod in 2018 so I might remember if you jog my memory. Tho I played original non TTW version but it should not matter I think.

kevbdrmn2
Posts: 7
Joined: Wed Dec 04, 2019 6:50 am

Re: Belthan's Coito Ergo Sum converted to TTW 3.2

Post by kevbdrmn2 » Sat Jun 27, 2020 6:11 am

He is one of the actors who worked with fresca coy. someone else told me i have to let handy listen all the way through the head set to get him. you combine him with cara and it becomes caradom in one of the templates. thanks for the reply.

Wolf470
Posts: 2
Joined: Sun Sep 23, 2018 2:42 pm

Re: Belthan's Coito Ergo Sum converted to TTW 3.2

Post by Wolf470 » Wed Nov 11, 2020 9:53 pm

I don't intend to annoy anyone but the post just above is answered by the second reply. Thank you for debugging mods and modding (if you do) :D

ilego1
Posts: 7
Joined: Thu Nov 26, 2020 6:36 pm

Re: Belthan's Coito Ergo Sum converted to TTW 3.2

Post by ilego1 » Thu Nov 26, 2020 6:45 pm

RoyBatty wrote:
Thu May 23, 2019 5:49 pm
Well it's not that way anymore because that's just impossible to maintain without the game being buggy as fuck in one wasteland or the other.

TTW moved to being a total conversion, so these issues can be solved. Mods needs patches or to be updated to work with it. It's generally voicetype checks that need to be fixed.
So this mod doesn’t work anymore?

Sher_Cottle_04
Posts: 3
Joined: Fri Aug 28, 2020 6:21 pm

Re: Belthan's Coito Ergo Sum converted to TTW 3.2

Post by Sher_Cottle_04 » Mon Jun 13, 2022 6:48 pm

I know it's a long shot but I don't suppose there's anybody currently working on a 3.3.1 conversion/update?

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DragonCurse4
Posts: 1
Joined: Fri Oct 26, 2018 3:05 am

Re: Belthan's Coito Ergo Sum converted to TTW 3.2

Post by DragonCurse4 » Tue Jun 21, 2022 5:15 am

Does this version still work with TTW 3.3?

anthonymoon71
Posts: 1
Joined: Sun Dec 08, 2019 6:30 pm

Re: Belthan's Coito Ergo Sum converted to TTW 3.2

Post by anthonymoon71 » Wed Sep 28, 2022 1:47 am

I realize this may be a necro post and in the wrong location but I have a dilemma.

I am using a TTW3.3.2 self-converted FO3 follower (Jessi Companion V4b5) that is relaxing (triggered by this mod: Chill Companions 1.3 in the cesLolipopzFloor3 CELL. She has repeatedly run into the shower and locked up my game. Hardlock the instant she collides with the showerTrigger shown selected here:

cesLolipopzFloor3 showerTrigger ACTI
Image

Initially I suspected a broken/missing Nif (as you can see, the shower is initially disabled) but realized those were vanilla assets and less likely to be at fault. Reflection got me thinking maybe the SCRIPT attached to the shower trigger was to blame. At any rate, here is the cesShowerTriggerSCRIPT:

Code: Select all

SCN cesShowerTriggerSCRIPT

SHORT InUse
REF TheBather
REF TheShower
REF TheContainer

BEGIN OnTriggerEnter

	if IsActionRef Player == 0
		if InUse == 0
			set InUse to 1
			set TheBather to GetActionRef
			set TheContainer to GetLinkedRef
			set TheShower to TheContainer.GetLinkedRef

			if TheShower.GetDisabled == 1
				TheShower.enable
			endif

			TheBather.removeallitems TheContainer
			; Do it again to work around RemoveAllItems glitch with equipped items
			TheBather.removeallitems TheContainer

			; Remove unplayable items too
			set cesGOSUB.TheRef to TheBather
			set cesGOSUB.Cont to TheContainer
			SetStage cesGOSUB 10

		endif
	endif

END

BEGIN OnTrigger

	; If player in in 3rd person view and the water is running, play shower animation

	if IsActionRef Player == 1
		if player.IsPC1stPerson == 0
			; player is in 3rd person view
			set TheContainer to GetLinkedRef
			set TheShower to TheContainer.GetLinkedRef
			if TheShower.GetDisabled == 0
				; water is running
				if player.IsAnimPlaying SpecialIdle == 0
					player.cios cesPlayerTakeShowerSpell
				endif
			endif
		endif
	endif

END

BEGIN OnTriggerLeave

	if IsActionRef Player == 0
		if InUse == 1
			set InUse to 0
			set TheBather to GetActionRef
			set TheContainer to GetLinkedRef
			set TheShower to TheContainer.GetLinkedRef

			if TheShower.GetDisabled == 0
				TheShower.disable 1
			endif

			; Return unplayable items
			set cesGOSUB.TheRef to TheBather
			set cesGOSUB.Cont to TheContainer
			SetStage cesGOSUB 11

			TheContainer.removeallitems TheBather
			TheBather.AddItem cesForceEquip 1
			TheBather.EquipItem cesForceEquip
			TheBather.RemoveItem cesForceEquip 1
		endif
	endif

END
At OnTriggerEnter, Jessi != Player, shower != InUse, Ref's are linked and BAM! the shower is enabled. Near instant the moment she collides with the trigger. Looks more and more like a Nif issue. Unless....unless. Just maybe. Jessi is broken (probability > 9000) or the idle mod conflicts. Regardless, I forsee many hardlocks in my future to find the culprit.

Thoughts?

update: Jessi has, by default, a slave collar & pipboy equipped iirc...checking now ingame. Could be an unplayable item causing the issue as I have since tried with Willow and she deposited her inv to the container and proceeded to bathe, albeit fully clothed in her default outfit.

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Bullfrog
Posts: 146
Joined: Mon Jun 13, 2022 3:01 pm

Re: Belthan's Coito Ergo Sum converted to TTW 3.2

Post by Bullfrog » Thu Sep 29, 2022 8:17 am

I don't use this mod and haven't looked at its scripts, but in general, if I suspect a certain piece of code to cause a crash, I'll insert some debug output to the code to find the exact line that is causing the crash. Debug output should contain the exact location in the script and the content of related variables or refs and it will be written to ConsoleOut.txt, so I can look at it after the crash. Once I know where the script crashes, I can check what might be causing the crash and decide on some script changes to verify my guesses.

In your particular example you could comment the code that removes the items and see if it still crashes. Also check what happens in quest cesGOSUB in stage 10.

Btw. I wouldn't modify the mod itself to test things out. Create an override mod and test there. Once you find the solution, you can easily port the required override mod's changes back to the original mod using FNVedit.

TermNerdy
Posts: 2
Joined: Sun Oct 09, 2022 6:23 pm

Re: Belthan's Coito Ergo Sum converted to TTW 3.2

Post by TermNerdy » Sun Oct 09, 2022 6:24 pm

Thanks for this and the Quo Vagis conversion!

Does anyone have a Text based Walkthrough of the quests for this?

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