Fallout New Vegas

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  1. LuixPhelipe
    LuixPhelipe
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    IF YOU ARE USING THE MOST RECENT VERSIONS OF TALE OF TWO WASTELANDS (2018 - Today) DO NOT DOWNLOAD THIS MOD IT WILL PROBABLY BREAK YOUR GAME
    If you don't believe me than just read the comments

    Download this mod ONLY if the mod author updated it or if someone made a patch 
    1. Question2
      Question2
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      I've been away for a long time due to IRL stuff, so im kind of surprised this needs to be said. As noted in the mod description, it is a VERY old mod and using mods meant for other versions of TTW obviously carries risks.

      I will update the description to be clearer on this.
    2. Trump2022
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      Why creator doesn't delete or hide this mod instead of commenting on it is unknown
  2. JustChill
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    I don't want to sound rude or stuff, but I recently read a few bits of the official TTW FAQ:
    DO NOT USE TTW Unofficial Patch Mod

    It will break your game

    oO

    I can recommend anyone who plans to use TTW that they read the FAQ about modding New Vegas with TTW carefully.
    1. SidTheCreepyMan
      SidTheCreepyMan
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      Broke my game good. This needs to be removed or updated. I doubt the latter.
  3. yalash
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    "-BOS/Outcast/Enclave soldiers using gatling lasers will switch to their pistols (if they spawn with them) when shooting at each other because gatling lasers with normal ammo cannot bypass power armor DT. They also will refuse to use weapons like flamers against super mutants for the same reason. This makes some sections such as the attack on the satellite relay in broken steel very silly (picture a bunch of BOS soldiers running around with 10mm pistols shooting enclave soldiers). Not sure what's the best way to fix this."

    i think it's simple.
    just edit those BOS soldiers' default equipments, give them plasma pistals and plasma rifles even 3on1 laser rifles can fix this problem...i think their default equipments edited wrong by TTW developers.
    (if you call BOS soldiers of New Vegas by console command you will find they never wield those stupid garbage weapons)


    about FO3's Mothership Zeta DLC

    did you noticed that those alien soldiers are not wearing any personal shield generator instead to wear any armor to protect them from battle, they just edited a TON OF FXCK MUCH HEALTH POINT by TTW developers to make players suffer in any battle with them!
    i tried to carry some weapons with IGNORE DT/DR result to fight those damn aliens
    but...it obviously no better than other normal weapons,it's just another lie! i hope you can fix this unreasonable transformation.


    final, if you search for Classic Fallout 1~3's history, you know the Enclave in FO3 has no any advanced power armor!
    when they retreated to East Coast from West front, they lost these tech knowledge and tried to rebuild their own new power armor, the result you saw it's Enclave Power Armor.
    it's DR value lower than standard T51b Power Armor in original FO3(standard T51b Power Armor is unique armor. you can find one in Fort Constantine, and this one can't be fix by player because you can never find another one to be it's material).

    so all i want to say is it's better to fix the wrong seting about TTW's Enclave soldier's equipments, return their armor to original version.
    TTW's developers surely don't understand these history and changed their armor to be more advanced tech than their original Advanced Power Armor in West Coast before the war with NCR and BOS(it obviously mislead players).
    1. Bottletopman
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      lolwut? Aliens still got their energy shields for me...plus those alien power modules pack a punch - cuts through 50% of the DT of anything it hits
  4. waveborne
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    something seems extremely bugged with the karma fix, because i consistently lose karma for legion kills despite them being EXTREMELY hostile towards me (i'm talking legion assassination parties, or the legionaries that attack bitter springs on boone's personal quest, etc.) i play an extremely good character who's on very bad terms with the legion, and otherwise does exclusively good karma things/never does bad karma things, and i've actually dipped into evil territory before for nothing more than killing legion. this only started happening after loading this patch so i know for sure it's this (i think it happens with powder gangers too, but i don't spend enough time around them to really notice)
  5. Barmyarmy72
    Barmyarmy72
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    Found out this actually breaks a cell near super duper mart. You know where you go up the left road and there's two raiders near the rubble? Right past that when the cell loads, it crashes your game if you so much as do anything like save or pause. Half of the cell just doesn't load and I've tested it and this is most definitely the issue. Might be worth checking out.
    1. Crabcakes56
      Crabcakes56
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      This hasnt been touched since 2015.I really doubt this will get looked at anytime soon.
    2. Barmyarmy72
      Barmyarmy72
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      Fuck.
    3. paragonskeep
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      TTW 3.0 is in the works that will make this mod and a few of the other "fix" mods obsolete. It's just a matter of waiting for that release.
    4. Barmyarmy72
      Barmyarmy72
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      Aw yeah. Is there any actual estimate I missed? All I see right now is a dated post from about a few months ago.

      Well, actually I see they're making progress. Man, this is gonna be a big update.
    5. darious24555
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      They update their log about every week: https://taleoftwowastelands.com/content/ttws-public-dev-log
    6. Question2
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      Sorry for the lack of updates, real life just caught up and I stopped touching NV. I am pretty sure I didn't touch anything directly in the cell there...i never edited cells directly unless it was to move stuff like turrets floating in mid air or items stuck in furniture. But its entirely possible the crash was being caused by something indirectly.

      I did multiple play throughs and never encountered any problem like that or i would have tried to figure out the cause of the crash. Maybe it was some kind of mod conflict? I hope you managed to figure out the cause and if you are still having issues, PM me and i will try to help.

      I just tried going to the exterior of the super duper mart, took the NW path all the way up to the cemetary, but never got a crash or encountered anything weird at all.

      Edit : OK, Barmyarmy72 cant replicate the crash anymore so it was possibly a mod conflict of some kind. Please post if you do experience any other crashes though, and make sure to have NVAC installed.
  6. NukaHourai
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    Can you create a version actually fixing Dogmeat's HP?

    Thank you!
    1. Question2
      Question2
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      What do you mean?
    2. NukaHourai
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      Dogmeat HP increase is way too high. Can you make it like Rex's?
    3. Question2
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      Dogmeat has no DT, which is why his HP increase is so high. Plus he doesn't powerup the same way that Rex does and has no knockdown effect.

      I mean i could give him the exact same stats as Rex but that would just make him a carbon copy of Rex that you can get earlier...
    4. NukaHourai
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      Can you do it? Or put instructions on how to manually do it?
    5. Question2
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      Its actually super easy. Just search for dogmeat in the creatures tab of the geck, double click, and change the HP number in the stats tab. Its the field right under combat skill. Thats the amount of HP dogmeat gains per level.
    6. SpareBl00d
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      Your mod is a failure!
  7. SpareBl00d
    SpareBl00d
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    Your mod doesn't work
  8. Lutes
    Lutes
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    I'm getting an issue in DC, around the Arlington library. I get a massive drop in fps, stutter when I approach the area, CTD when I attempt to enter the library, sometimes when the 'location discovered' message pops up. Fast travel to the library results in a persistant loading screen. Loaded previous saves (near the start of game) and attempted to access the area, but no luck. Unchecked (not disabled) all mods with the exception of TTW, PN, JIP, Lutana and your patch, started a new game and did a quick tgm/speedmult run to the library, crashed upon attempting entry.

    I went through with fnvedit to see if I could find any obvious conflicts, but I was not successful. The only standout conflicts were with another companion that utilizes some of the same Megaton worldspace (converted Antagonizer mod) and a merged armor esp that effects some levelled NPC gear, notably Talon Mercs, which have an encampment in the same cell. I'm just guessing though.

    I disable this mod, everything works fine. My current plan is to re-enable the mod once I have concluded my business at the library. This is the only persistant issue I have had while using your mod, everything has worked like a charm up until now. There is a good chance that the 'problem' is entirely at my end, no doubt a result of an untidy load order or something. I just thought I would provide some feedback in case someone else experiences a similar issue.
    1. Question2
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      Hmm, i didn't touch anything in the arlington library area at all and i can't replicate the issue...

      What does the merged armor ESP do exactly? Since i did change leveled lists, it's possible that there's a script that is conflicting with the new leveled lists.
  9. Question2
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    Unfortunately the change to make the AI fire automatic weapons in full auto (fAutomaticWeaponBurstFireTime ) makes the AI refuse to use flamers and incinerators in favor of pistols. Probably has something to do with the meshes. There's a related issue where incinerators do not use the correct amount of ammo in VATS and it's mesh related as well (changing the incinerators to use the gatling laser mesh makes them work correctly).

    Unfortunately i know next to nothing about meshes so i cant figure out whats wrong with them, if anyone knows someone who does, please let me know.
  10. RoyBatterian
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    Plenty of welcome fixes in here which I will fold in to TTW Fixes, but there is also a LOT of stuff that is preference material, so won't be included. So people who wish to have those changes can still use your mod.

    I'd suggest taking the dialogue exploit fixes for FO3 and backporting them and passing them to hairylegs222 so he can include them in uof3p.
    1. Question2
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      Hairylegs hasnt responded to my PM since June, is he still working on uof3p?
    2. RoyBatterian
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      He replies to me. Just upload them in an esp for FO3.
    3. Question2
      Question2
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      Alright ive sent him another PM.