The new file should be up by next weekend at the latest, depending on how much work I get done on a few community patches I am doing for various popular mods. It will fix the errors in FNVEdit, the dialog branching issues, and it may possibly include the new draw/holster script.
Update is currently on hold for a week or two due to unexpected RL concerns that are eating into my modding time. I'll have the update posted as soon as things clear up.
I've been taking a look at TBHF again, and at this point I am going to return to my original goal of adding the companion wheel to DrakkenGuard's original TBHF Companion mod. When rewriting the mod from scratch, I lost out on the valuable voice work that DrakkenGuard did, since I am unable to replicate his creative genius using the vanilla voices catalog.
I'll be casually updating this mod over the holiday season, so keep an eye out for updates soon(tm).
Unfortunately, vanilla Two Bears requires the Wild Wasteland trait to spawn, so I'm not sure there is a way around that.
If you already have a game and didn't take the Wild Wasteland trait at Doc Mitchell's, you may want to try Kobu's Free Wild Wasteland Trait, which will add the trait to an existing character: http://newvegas.nexusmods.com/mods/35653
Another option is Topher90's Wild Wasteland Integrated, but use Kobu's if you have Old World Blues installed: http://newvegas.nexusmods.com/mods/46472
Hope that helps!
EDIT: I'll update the main description with this information as well.
I found this script controlling Two Bears. Fixing it after one has been to Zion without the Wild Wasteland perk requires more than turning the perk on, or not bothering with it. The trigger self destructs, Two Bears does not.
just run this line if past the stage of meeting Joshua in the quest the first time: NVDLC02TwoBearsREF.Enable
ScnNVDLC02WWTwoBearsTriggerScript
ShortiStart
Begin OnTriggerEnter Player
If (Player.HasPerk WildWasteland == 1) If (iStart == 0) Set iStart to 1; NVDLC02TwoBearsREF.Enable; PlaySound UIWildWasteland; ShowMessage WildWastelandMessage; Disable; Endif Else Disable; MarkForDelete; Endif
I always use the Wild Wasteland perk, so I was unaware that the trigger disappeared if you visited JG without the perk. Thank you for that information.
So I can update the main description thread correctly, the player will need open the console and type NVDLC02TwoBearsREF.Enable, in addition to adding the perk? Or do I need to alter the vanilla script in some way?
Running a check for the perk in code, as well as quest stage complete to see if they have met Graham, should be enough to know if the trigger has fired, all one need do is fire the enable command in code on Two Bears if the player lacks the Wild Wasteland perk.
A minor hidden quest can be enough to do this. one which starts game enabled, runs the checks, enables two bears and issues its own stopquest command when its work is done.
I may have uploaded the wrong file. This version I uploaded works, but when I checked it for errors in seems to still show several in FNVEdit. I have a file that has the same work, but is clean in FNVEdit, I just need to find it. I will try to upload it this weekend. My apologies.
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The new file should be up by next weekend at the latest, depending on how much work I get done on a few community patches I am doing for various popular mods. It will fix the errors in FNVEdit, the dialog branching issues, and it may possibly include the new draw/holster script.
I'll be casually updating this mod over the holiday season, so keep an eye out for updates soon(tm).
Too bad that he needs ''Wild Wasteland Trait''...
If you already have a game and didn't take the Wild Wasteland trait at Doc Mitchell's, you may want to try Kobu's Free Wild Wasteland Trait, which will add the trait to an existing character: http://newvegas.nexusmods.com/mods/35653
Another option is Topher90's Wild Wasteland Integrated, but use Kobu's if you have Old World Blues installed: http://newvegas.nexusmods.com/mods/46472
Hope that helps!
EDIT: I'll update the main description with this information as well.
Fixing it after one has been to Zion without the Wild Wasteland perk requires more than turning the perk on, or not bothering with it.
The trigger self destructs, Two Bears does not.
just run this line if past the stage of meeting Joshua in the quest the first time: NVDLC02TwoBearsREF.Enable
ScnNVDLC02WWTwoBearsTriggerScript
ShortiStart
Begin OnTriggerEnter Player
If (Player.HasPerk WildWasteland == 1)
If (iStart == 0)
Set iStart to 1;
NVDLC02TwoBearsREF.Enable;
PlaySound UIWildWasteland;
ShowMessage WildWastelandMessage;
Disable;
Endif
Else
Disable;
MarkForDelete;
Endif
End
So I can update the main description thread correctly, the player will need open the console and type NVDLC02TwoBearsREF.Enable, in addition to adding the perk? Or do I need to alter the vanilla script in some way?
A minor hidden quest can be enough to do this. one which starts game enabled, runs the checks, enables two bears and issues its own stopquest command when its work is done.
This is my first published mod, so please endorse if you like it. Please post any bug reports, comments or suggestions that you may have.
Wild Wasteland Perk and Honest Hearts DLC are required.
Two Bears can be found at the entrance to the Angel Cave at the Dead Horses Camp in Zion.