Like the way the grave and corpse disappear from the game when the zone reloading. Love FO3 but it plays havoc with my OCD. All we need now is someone to sort out the trolly parks and restock the shelves in Supa Dupa mart
Do you want a pagan burial? Just take the flamethrower after you lay the dead NPC into a ship. Enlighten the ship and give it a tender but decidedly kick.
I mean you can head canon it that it's not really Christian burials, but the wastelanders just have no idea what the cross symbolizes and simply thought it was used to mark where dead bodies were. Burial crosses have been in Fallout since Fallout 2, I believe, and there is little to no mention of Christianity being associated with them in that game. So it's fair to say, since its been 200+ years after the bombs dropped, no one really knows the meaning anymore.
After doing the usual TTW conversion process. Loading the mod with "GECK Power UP" through "NVSE" will allow you to re-compile the scripts for TTW. Those with MO can add "-editor" to the NVSE start arguments(Rename like "GECK w NVSE" or whatever before modify) may not need Power Up. I used "Power Up" for informational purposes. Above worked with the newer versions of NVSE, FNV, GECK Power Up (Forked version, not original) and TTW.
Thanks! Nicer than the FNV item. Any way to get this to work with TTW? Two scripts will not compile, not good enough with Papyrus to see why. Think it was Ani2 and the Start scripts. It works a little in TTW, PC just winds up in-between world layers when the animation tries to run.
Hi rjoscher , Thank you These scripts require Fose as you know, but perhaps it is a reference problem to a world object that is missing, causing them not to compile. It could be the cell or a world object not compatible. If you can get it working please drop a line, maybe others playing TTW could use the info. I hope it's something simple though.
Thanks Celticgirl! Just banging the head on the wall trying to figure the differences between FO3, FNV and what TTW did to make them compatible. If I figure it out, I'll post it here.
Loading the mod with "GECK Power UP" through "NVSE" will re-compile the scripts for TTW. Those with MO can add "-editor" to the NVSE start arguments(Rename like "GECK w NVSE" or whatever before modify) may not need Power Up. I used "Power Up" for informational purposes. Above worked with the newer versions of NVSE, FNV and GECK Power Up (Forked version, not original) Of course the mod needs the usual TTW prep first.
I'm sorry, I don't have Fallout installed atm my hard drive has died. There is already a similar mod at Fallout New Vegas, it's the mod I was inspired by called "Grave Digger".
54 comments
Love FO3 but it plays havoc with my OCD.
All we need now is someone to sort out the trolly parks and restock the shelves in Supa Dupa mart
While I'm holding the shovel...if I hit the body it will start to dig. Not ideal but it works. Is there a way to fix this?
Any help would be appreciated!
Sorry Celticgirl, forgot to come back.
After doing the usual TTW conversion process. Loading the mod with "GECK Power UP" through "NVSE" will allow you to re-compile the scripts for TTW. Those with MO can add "-editor" to the NVSE start arguments(Rename like "GECK w NVSE" or whatever before modify) may not need Power Up. I used "Power Up" for informational purposes.
Above worked with the newer versions of NVSE, FNV, GECK Power Up (Forked version, not original) and TTW.
Works great with TTW now! Thanks again.
Nicer than the FNV item.
Any way to get this to work with TTW? Two scripts will not compile, not good enough with Papyrus to see why.
Think it was Ani2 and the Start scripts. It works a little in TTW, PC just winds up in-between world layers when the animation tries to run.
These scripts require Fose as you know, but perhaps it is a reference problem to a world object that is missing, causing them not to compile. It could be the cell or a world object not compatible.
If you can get it working please drop a line, maybe others playing TTW could use the info. I hope it's something simple though.
Just banging the head on the wall trying to figure the differences between FO3, FNV and what TTW did to make them compatible.
If I figure it out, I'll post it here.
Loading the mod with "GECK Power UP" through "NVSE" will re-compile the scripts for TTW. Those with MO can add "-editor" to the NVSE start arguments(Rename like "GECK w NVSE" or whatever before modify) may not need Power Up. I used "Power Up" for informational purposes.
Above worked with the newer versions of NVSE, FNV and GECK Power Up (Forked version, not original)
Of course the mod needs the usual TTW prep first.