We've been working on some new features.

File information

Last updated

Original upload

Created by

Team Silent Pizza

Uploaded by

garfield2004b

Virus scan

Some files not scanned

210 comments

  1. Josephdx
    Josephdx
    • supporter
    • 1 posts
    • 0 kudos
    So question, How do I leave the islands and go back to wasteland? Do I have to complete the entire quests first?
    Or can I leave the islands and go to the wastelands and return to finish the quest line?
    1. TeamSilentPizza
      TeamSilentPizza
      • supporter
      • 129 posts
      • 13 kudos
      Yes, you have to complete the main quest. To go back to the island, you will have to complete the quest you are given as soon as you are back in the Capital Wasteland
  2. mshane951
    mshane951
    • member
    • 61 posts
    • 0 kudos
    Hello, getting ctd after the vault scene is finished and the funeral happens, after Jimmy is done talking someone else does and the moment they speak the game crashes. kind of a kuzoo here.
  3. tomaschSVK
    tomaschSVK
    • member
    • 2 posts
    • 0 kudos
    Can someone help me? After completing this AWESOME mod I can't listen/find signal for GNR and Agatha's radio, but I still have signal for 3 or 2 radios from bank I think. Thank you for any kind of help.
    1. TeamSilentPizza
      TeamSilentPizza
      • supporter
      • 129 posts
      • 13 kudos
      Dammit. I forgot to deploy the radio station fix for this version. TTW version had the same issue. Will throw out a patch when I can
    2. tomaschSVK
      tomaschSVK
      • member
      • 2 posts
      • 0 kudos
      Also game started to crash after 1st, 2nd loading, disabling mod helped, don't know if that can be fixed.
  4. User_72492343
    User_72492343
    • account closed
    • 13 posts
    • 0 kudos
    Great mod, very well made with lots to see and do. One of the best adventure mods for FO3 I've played, enjoyed it very much.

    I did have the problem with the awakening animation not completing, worked around it as detailed below. As the warning on the front page states, the waves of Enclave soldiers in Clearbank caused enormous framerate slowdown, and I had a few CTDs during this phase. However, once I followed the advice not to use an ENB because of the presence of ISMs, and turned my ENB off, the framerate improved somewhat and this part of the quest proceeded without further issue. I also set bPreemptivelyunloadcells to 1 from 0 and this seemed to improve stability and performance in this section, allowing me to enter the bank utility tunnel without further ado. Setting iNumHWThreads to anything above 2 caused total chaos though.

    Lesson learned = heed the mod authors' advice! I didn't encounter any problems with this mod that weren't of my own making.
    1. TeamSilentPizza
      TeamSilentPizza
      • supporter
      • 129 posts
      • 13 kudos
      I'm gonna take another look at the scripts that control the sequence leading up to the player waking up in the jail; I've noticed it's a matter of the script not firing properly, which can be a consequence of using anything that might mess with the script timing.

      As for the firefight in Jumping the Gun, I've attempted to cut the number of spawns in half, but it seems it still causes issues. Might have to go over that one again as well! Were you mostly getting the CTDs and frame issues in the first part of the firefight, the above-ground sewer entrance, or the sewer level itself?

      For this game, never set NumHWThreads above 2; the game completely takes a dump no matter what you have in your load order.
    2. User_72492343
      User_72492343
      • account closed
      • 13 posts
      • 0 kudos
      Thank you for the prompt reply!

      I don't set my number of hardware threads above 2 normally. It's never worked out well in the past and I didn't really expect it to this time, I just thought I'd give it a whirl to get over a blip. I encountered the worst frame-rate lags during the fight at the energy barrier and around the sewer entrance outside the bank, the CTDs tended to occur at the end of the latter fight when Jimmy tells everyone to get in the sewer pipe. Again CTD several times inside the tunnel at the door before the bank entrance. And again at the end of the cutscene at the stasis pods when Jimmy says there's one thing left to do (only once though) so it does seem to be immediately before or during a transition for the first time, it's usually okay on the second or third attempt. Once it's successfully transitioned to a new cell it doesn't seem to happen at that spot again. Incidentally I didn't get any significant framerate issues during the fights inside the bank, only in the streets outside.

      A couple of other issues since, not major ones. After activating the security switch on the desk and being told to talk to Eyes, the door to the stairs needed a key which I didn't have. I got the "good" ending at the standoff, I persuaded them all to stand down, even Sam. Was this wrong? Did Sterling have the key I needed? Anyway, I just unlocked it with the console and proceeded. Inside the vault itself I could not disable the stasis field around the TR-98, I only got an option to enable it even though it was already active; however through console cheatery I was able to take the armour. Strangely it did not change my character's scale as power armour should do (console setscale works though) nor did it seem to have any stat boosts or effects. I don't know if it's meant to do any of these things, or if they just didn't take effect because I didn't acquire it by the intended method.

      I did not realise until after I'd left the vault that you can't get back in. There's heaps of loot and I guess very many American dollars sitting in those safety deposit boxes, I grabbed a couple of grand on the way in. I'm assuming I'll be able to coc back inside, leaving all that money behind wounds my heart.
    3. TeamSilentPizza
      TeamSilentPizza
      • supporter
      • 129 posts
      • 13 kudos
      > After activating the security switch on the desk and being told to talk to Eyes, the door to the stairs needed a key which I didn't have.

      If you're talking about the gate that Jimmy is standing in front of, you have to talk to him before that gate will open. That was done so the player couldn't advance without talking to him. If you're talking about the entrance to the standoff room, you have to talk to Eyes and the game should move you downstairs with Lizzie.

      The only advantage the TR-89 brings is its stupid high DR. The added weight and debuffs were meant to act as a balancing method.

      Yeah, once you start the cutscene at the simulation pods, that's curtains for the vault. The Project ZDIS quest lets you go back to the island but the vault is off limits under normal circumstances.
    4. User_72492343
      User_72492343
      • account closed
      • 13 posts
      • 0 kudos
      I understand now. Okay that's all fine, I haven't got as far as starting Project ZDIS yet, I just wanted to go over these last parts of the bank heist to make sure I wasn't doing anything wrong. It was the wooden door to the standoff room I was referring to, not the gate Jimmy is standing next to. For some reason Eyes wasn't in the standoff room with me, he was on the other side of the door (and a way down the stairs actually) so that'll be why I didn't get the key if he was supposed to be there. He was stuck in some clipping round a corner (catching up with Lizzie I guess... ) I might run through it again and make sure he's in the room this time, only Tank and Chains were with me first time around.

      This time I'm going to loot the bank thoroughly before I go into the pod room. I see why you chose Mammon as the demon now, and why you prefaced the mod with that quote from Corinthians. Also families with multiple and mutually antagonistic members, interesting that as well as Jimmy and his estranged sons, there's the Newmans; fascinating, really. There's a whole slew of potential stories right there about how the three of them ended up in different factions. I've really enjoyed this mod, it really drew me in and got me involved. In all truthfulness I've enjoyed it every bit as much as the DLCs and as a new lands\adventure mod I'd rank it alongside AQFH, Alton IL, The Librarian and The Institute in terms of originality, quality of finish and entertainment. The voice acting was actually pretty good which is relatively rare in fan-made productions, at times it was as good as the commercial product. I'd happily have paid for this.
  5. SteelBear
    SteelBear
    • member
    • 66 posts
    • 0 kudos
    1st of all : love the mod. But I have this issue : after raiders capture me in the bank I'm forever stuck in "awakening" animation and nothing helps. Not waiting (for literally hours), not enableplayercontrols. Tfc kinda lets me look around (only to find a trolling character). Any ideas what to do or how to bypass it? Oh and reloads don't seem to do the trick too
    1. TeamSilentPizza
      TeamSilentPizza
      • supporter
      • 129 posts
      • 13 kudos
      It's an animation that is part of a package. Player.removescriptpackage will unstick you. No clue as to what is causing the scene to not finish.
    2. SteelBear
      SteelBear
      • member
      • 66 posts
      • 0 kudos
      Thanks. For some reason I was in the wrong cell with Sterling standing outside another one . Happened again later with Jimmy's stealthboys
    3. KresoX
      KresoX
      • member
      • 536 posts
      • 12 kudos
      I had the same issue. Let me clarify how to resolve it (at least in my case):
      1 Ok, the scene was done, and you're stuck
      2 Open console, type "player.removescriptpackage", close console, the scene will change but you're still still stuck
      3 Open console, type "enableplayercontrols", close console
      4 Everything will be blurry, but still visible enough to get out of the cell and initiate a conversion with a guy (Sterling I think) - maybe it's irrelevant and maybe it's just a matter of his part starting independently, but still...
      5 Wait in the cell until he finishes what he has to say, then your normal vision will be restored and that's it, you'll be able to continue the game
    4. User_72492343
      User_72492343
      • account closed
      • 13 posts
      • 0 kudos
      I had the same problem with v2.4. Kresox' advice worked sufficiently enough to allow me to start the conversation with Sterling, although it stuck again immediately afterwards and consequently I had to repeat the process in order to get the whisper from the prisoner in the next cell.
  6. lolawolf1106
    lolawolf1106
    • member
    • 13 posts
    • 0 kudos
    Is there a way to renter this mod space, I didn’t see the side quests until I got the pop up after entering back at the capital wastes?
    1. TeamSilentPizza
      TeamSilentPizza
      • supporter
      • 129 posts
      • 13 kudos
      Go through the Extraterrestrial Wonders quest
  7. Delphor
    Delphor
    • member
    • 21 posts
    • 0 kudos
    If we're doing a fresh install do we download just 2.4, or the main file and the update?
    1. fredlaus
      fredlaus
      • supporter
      • 7,254 posts
      • 137 kudos
      Just trying to clarify. No smart ass comment :)

      Main file:
      1: Load WMProjectZDIS.esm AFTER WashingtonsMalevolence.esm! This version contains some much-needed bug fixes.

      Update v 2.4:
      2: Do not download this (Update v 2.4) if you have downloaded the burning, flaming v2.4 main file!

      Good Luck, Delphor!
    2. TeamSilentPizza
      TeamSilentPizza
      • supporter
      • 129 posts
      • 13 kudos
      fredlaus is correct, I updated the descriptions to clarify this a little better.
  8. Magadon93
    Magadon93
    • member
    • 2 posts
    • 0 kudos
    Hey TeamSilentPizza great mod! I have however encountered a game breaking bug which is not allowing me to progress. This is very saddening as I was having a great time with this mod up to this point. I am on the "Old Runners" quest right after I find the terminal on the 3rd Floor of the Rolfe Building. After hearing dialogue from Jimmy, I have no quest marker for the objective "Head to Vault 89". Ironically after looking all around I found a vault 98 but I dont think this is the right one? Am I wrong or is this just part of the mod? Please help I would love to continue playing.
    1. TeamSilentPizza
      TeamSilentPizza
      • supporter
      • 129 posts
      • 13 kudos
      Vault 89 is near Vault 98. You will have to go to Vault 98 at some point depending on your choices later on.
  9. ggbethesda
    ggbethesda
    • member
    • 3 posts
    • 0 kudos
    hi bro i need a help with the old runners quest
    i cant seem to find the terminal and i checked everywhere.
    can you help me.
    1. TeamSilentPizza
      TeamSilentPizza
      • supporter
      • 129 posts
      • 13 kudos
      It's at the top of the Rolfe Building, here's a map of the top floor: https://i.imgur.com/DWixPD7.jpg
  10. TeamSilentPizza
    TeamSilentPizza
    • supporter
    • 129 posts
    • 13 kudos
    The next version is numbered v2.4. Despite the version number jump, it is a small incremental update that is meant to draw the version numbers of this and the TTW version equal. The 2.4 update for the TTW version will release once I port the changes over. I know I said 2.2.3 was the last update, but I guess I lied!
Top