Please don't waste my time posting reports while running other mods! Mod conflicts is not this mod's problem! I won't look into your bug reports if you don't follow these rules!
Bug Report Rules:
English version of the game
Latest current version of this patch
You started a new game with no other mods running counting out conflicts
Bugs only involve this patch and the base game
Go into console by pressing `
Click on bugged item
Note & report the FormID number displayed at the top
Take screenshots
Unacceptable Bug Reports:
Older versions of this patch
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 16 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.
In the beginning of the game I'm noticing all the child NPC's having sideways party hats during the birthday party. I have disabled the mod and everything went back to normal then reactivated it with a new save and it's the same thing, sideway party hats on the kids. is this a known bug and is there a way to fix this sideway hat bug for the NPCs?
this mod breaks charons hire scene. tried with only script extender active so i can confirm its no other mod causing the issue. i just turned it off then hired him then back on.
New game no other mods but this and it's requirements. Other mods on your save game can still cause conflicts, even when turned off. I also say this because every time I've tried for years it's been fine every single time
Good day ser, quick question: Did you, by chance, remove the mesh called mistergutsyoutcast01.nif from UUF3P's custom archives, or did Bethesda trim down cut content in their "remaster" release to reduce file sizes?
I'm asking because I made a simple Sergeant RL-3 Outcast paintjob mod ages ago, but lately users have been complaining about RL-3 ending up invisible with the mod installed - and I don't have a Fallout 3 mod setup on my current machine anymore to test it.
Also thanks in general for your contributions to the F3 modding space.
mistergutsyoutcast01.nif - Doesn't exist in FO3, and not in the UUF3P bsa. If it's in the other old UF3P mod, then they added it. Last update all Beth did was remove Windows Live and updated the FO3 executable/Launcher.
Just a quick one, I noticed as I was patching various mods for conflict, that certain NPCs had a model filename of Characters\_Male\Ske where others had Characters\_Male\Skeleton.NIF is this normal? I found it strange that the same showed up for other mods (certain NPCs) and hoping it isn't something on my end or xEdit. Thanks as always for all the hard work!
Oh dear! So is that an actual issue (where the path is incorrect) and thus it will cause issues in-game? If so, I have quite a few of those, and I've noticed some from UUF3P as well. Probably an xEdit script to detect them would be much easier than going through them manually. Thanks for letting me know!
Heya hairylegs222, don't mean to be a bother, I just wanted to confirm if the above is actually an issue? I noticed it for a few other mods I have, so good to know if these are changes I need to fix for my own patch across mods. Are there any "gotchas" from the G.E.C.K I should be aware of as I'm going through resolving conflicts?
Sorry, I should have clarified my question! What I meant to ask was; is that a shorthand that the game understands (Characters\_Male\Ske) and the G.E.C.K applies? I was under the impression that model names needed to end with an extension (based on other values I've seen in other mods, as well as in UUF3P). I had tried spawning in that specific NPC (Grouse) and saw no change, even when I nulled the value. I am more curious as to which is correct, the value that UUF3P has, or the full path I shared in my first message. I've also noticed that your mod Goodies has it at the default "marker_creature.nif" and doesn't carry over the UUF3P change which further adds to my confusion. If you could clear this up for me, I'd really appreciate it!
hairylegs222 fair enough! We're here to "fix" things after all. I was just more curious as to why some records have Characters\_Male\Ske and others have the full path with extension; Characters\_Male\Skeleton.NIF but if you're not sure either then no worries! Thanks for your time, and of course thank you for continuing to support this project after all these years! <3
When i Install this mod it breaks luca Simms and some other NPCs like Mr. Burke. When i get in to the own he greets me but no dialogue window opens and he keeps follwing me after to neverland. Also when i report that burk will destroy the whole town he keeps running until i speak with burk. After that i killed burk he say again another newcomer appears. When i failed saving lucas simms all npcs including burk going down and saying: grenade Its fine that this mod fixes mayn bugs but when bugs like that appears it destroys the whole gamingexperience
playing with fose 1.3.2b over nexusmodmanager
would be nice if you can fix this, i will finish the first part of the story then activate this mod again until i found another bug.
I followed all of the steps in this guide yet when i run the Fallout.exe through MO2 or run the game through steam it crashes. I only installed the required mods and the unofficial patch
Found a cool bug:At the very beginning, when the father quotes a verse from the Bible, you can escape from the shelter as a child)How to do it: the doors are not locked and if you continue running along the corridor behind the last doors there is emptiness, if you jump there, you immediately get into the escape from the shelter phase, and then everything is classic: lockpick doors, guess passwords and you are in the wasteland as a child of about 3 years old
I made Fallout 3 , Fallout New Vegas and Fallout 4 remastered with only the best mods all "NEW GEN". I made all of the Fallouts run better and play better for a more enjoyable experience. here is the link check it out...https://next.nexusmods.com/profile/Nonya42/collections
7716 comments
Bug Report Rules:
- English version of the game
- Latest current version of this patch
- You started a new game with no other mods running counting out conflicts
- Bugs only involve this patch and the base game
- Go into console by pressing `
- Click on bugged item
- Note & report the FormID number displayed at the top
- Take screenshots
Unacceptable Bug Reports:
- Older versions of this patch
- 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 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 16 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:
Charon Hired Screenshots 99999th Test
lol
I'm asking because I made a simple Sergeant RL-3 Outcast paintjob mod ages ago, but lately users have been complaining about RL-3 ending up invisible with the mod installed - and I don't have a Fallout 3 mod setup on my current machine anymore to test it.
Also thanks in general for your contributions to the F3 modding space.
player.placeleveledactoratme <base_id> - create/clone an NPC and place it at the player.
Its fine that this mod fixes mayn bugs but when bugs like that appears it destroys the whole gamingexperience
playing with fose 1.3.2b over nexusmodmanager
would be nice if you can fix this, i will finish the first part of the story then activate this mod again until i found another bug.