Fallout 3

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dc - dont care

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DullCandle29

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About this mod

Unofficial patch that contains fixes to some of the dialog and scripts for the companion mod "Ties That Bind" If you encounter any errors with that mod or would like to include your own fixes, feel free to leave a comment so that I can work on updating/improving the patch.

Requirements
Permissions and credits
Changelogs
Teleporting to Amandas location after leaving the vault and exiting through the front gate will cause the guards to go hostile (because you haven't talked to the gate keeper), so if you don't want to go on a fighting rampage, then simply fast travel out of there after exiting the gate before they get aggroed.

I haven't really started the main quest so not much work has been done on patching issues with the quests. Though on my previous playthrough I didn't experience the dialog or quests breaking on me. Hopefully the debug menu can display important info/explanations if the dialog or AI packages ever glitch out like others have been experiencing.

If you encounter any errors or mod incompatibilities with Ties That Bind or this patch you can leave a comment or create a bug report in the bugs section, explaining the issue in detail and a way to reproduce the error or a cause of the error, and if you have found/made any fixes to the mod please let me know how so that I can add it to the patch. So far I only made fixes to her vault door and cage dialogs, but as I go through my playthrough I'll try adding more fixes if I encounter other errors. I may also work on expanding the companion or adding compatibility with other mods if possible. Be sure to head on over to the forum tab if you would like to contribute to the patch.

Updating:
It's highly recommended that you start a new save when changing or updating your load order to ensure you have a stable savefile. My patch shouldn't really break existing saves and as long as you keep your load order intact, then it should be fine.

Update v0.4a:
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  • Rewrote the menu script and redesigned the UI, again... But this time the menus can now be navigated through more intuitively :D
  • Finally got to finishing the AI package display menu, which should be extremely useful if Amanda's AI breaks, but it can't manipulate the
    packages or anything since that would require advanced scripting far beyond my knowlege tho.
  • Which is why there's also a troubleshooting utility menu, it can run some basic commands to try to reset Amanda's AI.
  • The debug menu item is no longer used since the debug menu is now in the caller item, so if you still have it in an existing save, it's been
    renamed to --- TTB DEBUG MENU --- just equip it to remove it from your inventory


[ Mod Info ]

This mod is what's known as a "patch" which is a mod that mods an existing mod.. So the original mod is still required.
Link to Ties that Bind https://www.nexusmods.com/fallout3/mods/19941?tab=description&BH=0

Your load order should look something like this, with the most bottom plugin overwriting existing stuff from the plugins above it.
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Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm ( There was a recent update in November 09 2020 to v3.0 so go update if you haven't already. )

[Other Mods/Masters]

TiesThatBind.esp
TiesThatBind_dcPatch.esp


[Other Mods]

[Merged Patch/Bashed Patch

Be sure to "copy over as override (with overwriting)" the new edits from the patch if you have an existing merged/bashed patch, so that their changes don't get overwritten back to default in the merged patch. Any mods loaded after TTB could cause conflicts if they have ITM's or revert/remove scripts added by TTB, so it's important to manually fix conflicts with FO3Edit.

[Improvements]
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v0.3 - Moved the slaver guard's spot next to Amanda. After freeing Amanda, the slaver guard will walk away from his new guarding spot back to the original location he used to be in.
v0.3 - Teleporting to Amandas location in paradise will no longer trap the player behind a cage, talking to the guard will teleport the player out of the cage.
v0.3 - Redesigned the teleporter UI menu, it  will also instead now show up after closing the pip boy to prevent the loading screen from glitching, the menu UI will still show up but at least the pip boy UI doesn't show up anymore.
v0.2.4 - Teleporter will now be added automatically, no dialog required.
v0.2.4 - The teleporter will go offline if Amanda is not following the player, to prevent it from breaking quests.
v0.2 - Added a teleporter incase Amanda gets lost or is missing. This may break quests if you teleport her to you while she's imprisoned. It's better to instead teleport to her location. Only teleport Amanda to you while she's a follower.

The teleporter should be added automatically to your inventory but to spawn in the teleporter any time open up the console with ` or ~ and type in the following command (where XX is TiesThatBind_dcPatch.esp load order hex value.)

player.additem xx000801 1

v0.1 - Added "Goodbye" flag to the "ttbOQ01Imprisoned2" dialog

[ Fixes ]
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v0.3.2 - The locked vault door is now hidden after it opens to prevent it from clipping through the ground on the 2nd floor above when it's opened.
v0.1 - "ttbCG04HelpAmanda4" dialog script that unlocks the vault door now happens immediately instead of needing to wait for her dialog to finish, which would break the trigger if the player left her and she changed dialog.

v0.1 - Rewrote the "ttbCG04ScriptHelpAmanda" script so that it will force trigger the door unlock if the player walks away during her scripted dialog.

v0.1 - Changed her cage dialog "CG04ReadyKidnap" variable conditions from needing to equal 3 to instead be a range from 2 to 3. (This fixed the broken quest/dialog issue for me but let me know if I should increase the condition range if it didn't fix the dialog for you)

[ Known Errors ]
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There may be some temporary references that need to be flagged as quest reference/persistent, but doing so gave me instant CTDs unless the mod was flagged as a master. So as of now I haven't done any quest ref fixes.

I've seen some comments in the mods page mention broken dialog and quests, they're most likely caused by simple errors in the variable conditions or conflicts with other mods, usually fixed by loading this mod below/after the conflicting mod.

[ To Do ]
Add a 1 second delay before teleporting to Amanda to prevent the teleporter UI menu from showing in the loading screen.

Add more diverse idle dialogs and make them less frequent ( leave a comment if I should work on this or not)