You're using the latest current version of this patch
Go into console by pressing `
Click on bugged item
Note & report the FormID number displayed at the top
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Unacceptable Bug Reports:
Involving other mods
Involving mod manager issues
Installation user errors
Non-English version issues
If you followed these directions and you actually found a bug, I'll look into it. Pretty please with a cherry on top try to post comments here involving this mod.
I want to thank hairylegs for taking the time to do the monumental effort of back porting the years of work we've done on TTW to Fallout 3 (sans our changes for other reasons). He's done an amazing job and a thing I myself did not want to do as it's enough working keeping TTW up to date. Rest assured we will continue to work together to bring fixes to both Fallout 3 and TTW.
I hope you enjoy all the work we've done, from scratch to make Fallout 3 the best it can be.
I only ask that you be respectful to him and us, if you find something you don't like or disagree with. The amount of work here is in the 10s of thousands of hours and everything was considered carefully. Enjoy!
Step 17 in the Installation Instructions to start a new game is there for that reason.... along with many many other reasons. So please follow that step! I'm tired of seeing users not following instructions and posting this same "bug" over and over and over again in here lol.
This includes upgrading from previous versions as well. Each version depends, but better to start a new game each time upgrading.
I installed version 3.3.3 of the Updated Unofficial Fallout 3 Patch and the German translation (3.3.3.) via MO2. Since then I have had discrepancies between the dialogue and the NPC's lips (lip sync). I chose the version because the ESM Patcher is required from version 3.3.4. I suspect it's just due to the German GOTY version of Fallout 3 (GOG), but is there anyone who had this problem themselves and was able to solve it?
Nice! Also, nice to talk to you again after all these years man, hope you are doing ok, I got the itch for some fallout (same as everyone lately it seems), so I'm going through my FO4 mod list to update, replace, fix, etc etc.
Cleaned up our chat so we don't flood it lol. Fixed it and thanks for that link to the TTW forum that explained in details. Removing the unnecessary GetItemCount condition returned it back to normal.
That's involved with Megaton NPCs that used to go missing from the Megaton WorldSpace. I had to specify each zone rather than the entire WorldSpace being the zone, so my script can put them back if they're out of all the zones.
What happens is sometimes when the Megaton WorldSpace loads, some NPCs load way off in no man's land. They're still in the WorldSpace, but just far away. So my script puts them back every time that happens
@hairylegs222 Thank you for fast replay. Please correct me if im wrong: I open my mods list in F3 edit, look up which ones are red and then just copy the red values from your patch to the new mods. is that alright? You said that you implemented a script for Megaton, do i need to copy it too? Because in F3 edit i don't see any red values, its all green now
P.S. Is it a good idea to also add your .esm patch as Master to all other mods?
Heavily depends. It's not always as simple as just dragging over conflicts. Each record and changes are different. No you don't need to copy the script. Only add a plugin as a master if it's necessary.
@hairylegs222 Hi, I noticed that you removed from all or most weapons CRDT - "Critical Data" On Death, what does it do? Should I be removing it from other plugins to match yours?
On Death: If checked, the Critical Effect is only applied when the target is killed. Having no Critical Effect in use (Null Reference) then having that flag on is pointless.
Soo errr you literally can't use any other mods with this right? Or do you mean you can't have other mods installed WHEN you install this but can afterward? If you can't use mods with this what so ever it defeats the purpose of a patch for me tbh, I'm not playing any Bethesda Game vanilla ever again Lul. I mean bug fixes are one thing but the mechanics are broken as well in most of their games and we need mods to counter that, atleast imho.
Is there any way to reinstate the vanillaā€¯practically indestructibleā€¯ nature of the winterized t-51b power armor via console commands or something?
Before you decide to do that, here's the bug fix explanation. There's 2 vanilla versions of the Winterized T-51b PA. One is the wasteland version that decreases in condition upon usage. The other version is for the Anchorage simulation that has basically infinite condition. This patch fixed it to where the player obtains the correct wasteland version upon retrieving the PA outside of the simulation.
If you want to cheat with infinite condition PA, then here's the console commands: Player.AddItem 01001F09 1 Player.AddItem 01001F08 1
Hi, I hope I don't take too much of your time, you're probably tired of dealing with noobs. But this is my first time modding a game and I just bought FO3. However, I bought the base game, none of the DLCs. I've also been using Vortex to manage my mods. This is all very new to me. So I downloaded your mod and some highly recommended ones (and like the retard I am, didn't see your instructions), but I was getting an issue with with plugin (for this mod) and missing masters, saying the plugin depends on others that are not installed. I ended up disabling the plugin as this is was the only way to boot the game. I've now been playing and fear the mod wasn't running this whole time. But I saw you posted below how to check so I'll do that.
Question I have, you talk about a mod manager and load orders, does Vortex do this automatically or do I need to use something else? Is there any hope for me to run the mods without starting over and restarting my game? Many thanks for your consideration.
6912 comments
Unacceptable Bug Reports:
If you followed these directions and you actually found a bug, I'll look into it.
Pretty please with a cherry on top try to post comments here involving this mod.
I hope you enjoy all the work we've done, from scratch to make Fallout 3 the best it can be.
I only ask that you be respectful to him and us, if you find something you don't like or disagree with. The amount of work here is in the 10s of thousands of hours and everything was considered carefully. Enjoy!
-TTW Team
Step 17 in the Installation Instructions to start a new game is there for that reason.... along with many many other reasons. So please follow that step! I'm tired of seeing users not following instructions and posting this same "bug" over and over and over again in here lol.
This includes upgrading from previous versions as well. Each version depends, but better to start a new game each time upgrading.
Please do not flood this comment section about this. This is a mod manager issue and has NOTHING to do with mod author's fomods.
The exception that is thrown when there is not enough memory to continue the execution of a program.
What to try:
Anyway, catch you around, cheers!
From Megatone world space, the Encounter Zone "MegatonZone [ECZN:00035AAA]" was removed
What happens is sometimes when the Megaton WorldSpace loads, some NPCs load way off in no man's land. They're still in the WorldSpace, but just far away. So my script puts them back every time that happens
Thank you for fast replay.
Please correct me if im wrong: I open my mods list in F3 edit, look up which ones are red and then just copy the red values from your patch to the new mods.
is that alright?
You said that you implemented a script for Megaton, do i need to copy it too? Because in F3 edit i don't see any red values, its all green now
P.S. Is it a good idea to also add your .esm patch as Master to all other mods?
Best Regards and thanks
Hi,
I noticed that you removed from all or most weapons CRDT - "Critical Data" On Death, what does it do?
Should I be removing it from other plugins to match yours?
Thanks
If you want to cheat with infinite condition PA, then here's the console commands:
Player.AddItem 01001F09 1
Player.AddItem 01001F08 1
Question I have, you talk about a mod manager and load orders, does Vortex do this automatically or do I need to use something else?
Is there any hope for me to run the mods without starting over and restarting my game?
Many thanks for your consideration.
"a problem occurred during install: exception of type 'system.outogmemoryexception' was thrown.
mad was not installed