So after about 45mins of trouble shooting i found out it was this mod alone that was breaking my ttw experience and game.....the first time i noticed was when i couldn't use the mine cart to enter the pitt dlc cart with whenor the 2nd time was i couldn't sit in the tranquility pod to enter the tranquil lane which is apart of the fo3 main quest and thus breaks the game as in not completable. SO JUST BE VERY AWARE OF THIS MOD DOWNLOAD AT YOUR OWN RISK
yeah sadly i tested it with other stuff any dlc area it would just break pretty much anything that would take the charcter to anywhere lol, i also dont recall it saying obsolete at the time i downloaded but thanks anyways man. was a very cool attempt at a mod i loved it til i didnt lol
I have an issue with this mod. For some reason each NV radio station is listed twice. On top of that, alien broadcast doesn't start at all nor that outcast radio broadcast, which apparently is the reason why i won't get "Out of this world" quest nor operation anchorage starting missions.
im late obviously but it probably just screws with the radio id's for the two dlcs and since the game forces the radios' to be available as part of a script, then no radio no dlc startup(you could change the script but thats a whole new kettle of fish which would probably break it more)
Your mod completely breaks TTW. Can you either fix it or remove it please. Also when a script says at the top DO NOT EDIT THIS SCRIPT, that means don't edit it. You don't even have to edit any scripts, just copy the radio activators from the opposing wastelands into the other.
Well the scripts aren't even compiled because you probably aren't use GECK Extender and the patch so NVSE and JIP NVSE weren't loaded and you don't get any error messages about it with vanilla GECK, and you should never ever touch TTWGenericHandler, it gets updated regularly and I put "Do not edit the sciprt in your mods" right near the top of the script for a reason. There's better ways than to do it that way, and currently the mod just breaks a ton of stuff in TTW.
But..I do have all those. Hell, I don't even remember touching any scripts? Actually I think all I did was add an activator, so I do not know how I even ended up messing up your scripts in the first place.
Well you edited the scripts disabling/enabling the radios because of messing about with the activators, GECK will automatically remove script references, GECK will warn you about that.
Well I added the activator to the Fallout 3 world like you mentioned in your first post. That's actually all I did, yet you say that's problem. What other solution do I have then.
I can take a look at it again, probably just re-do the mod again and see what happens. As I mentioned, doing what I did would always display 2 radio stations because you know, 2 activators.
Lore suggestion if you were interested in doing it; you could add a check to the Mothership Zeta ending quest; say that your control over the Mothership gives you access to any radio station anywhere?
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That's out of scope, I'm not adding that to TTW.
If you look at your mod in FNVEdit you can see what happened.
sorry i had that radio gaga song in my head