I'm playing TTW and the Point Lookout Tribals still have the black panties even after using the pinned method Edit: Fixed by copying the meshes and textures from the Fallout 3 version of this mod, would be great if there was a TTW patch since the Fallout 3 assets are already there
If anyone wants to use this mod with Titans of The New West 2.0 simply prioritize TTNW in the load order, use MO2 and TTNW are below T4 on the left and right panel
This mod does overwrite some armor stats from TTW, I found reilly rangers battle armor and the nv ranger battle armor are reverted to their DT system, anyone knows how to fix? I tryed opening the plugin in the geck but it gives me an error of multiple masters
This would require changing several values in the T4 .esp to work correctly, because T4 is Overriding the Meshes (the actual look/shape) of the FalloutNV armors, but keeps the original DR/DT.
TTW is Overriding the amount of protection; the DR and DT, but keeps the original Meshes.Only 1 Override works at a time, and it's based on load order. But you use one, you loose the other, because TTW's (default) Meshes will override T4's new meshes if it's loaded last, and if T4 is instead loaded last, it's (default) DR and DT will override the ones from TTW.
The easiest way to fix it is to move the TTW DR/DT armor values to T4. But, a TTW patch/version will likely never happen due to some drama between the mod author and people who support / work on TTW.
However, it is possible to use a script in xEdit to move all the DR and DT from TaleOfTwoWastelands.esm to T4-plugin.esp. I had ChatGPC make one for me.The only hiccup is apparently "DR is a Float". Dunno what that means (and don't need to), but ChatGPT needed that nugget of info to make it work correctly.
Here's the script that worked:
Spoiler:
Show
unit UserScript;
function Process(e: IInterface): integer; var formID: Cardinal; ttwFile, ttwOverride: IInterface; dnamSrc, dnamDst: IInterface; drElemSrc, dtElemSrc: IInterface; drElemDst, dtElemDst: IInterface; begin Result := 0;
if Signature(e) <> 'ARMO' then exit;
if GetFileName(GetFile(e)) <> 'T4-plugin.esp' then exit;
formID := GetLoadOrderFormID(e); ttwFile := FileByName('TaleOfTwoWastelands.esm'); if not Assigned(ttwFile) then exit;
ttwOverride := RecordByFormID(ttwFile, formID, True); if not Assigned(ttwOverride) then exit;
if Assigned(drElemSrc) and Assigned(drElemDst) then SetEditValue(drElemDst, GetEditValue(drElemSrc));
if Assigned(dtElemSrc) and Assigned(dtElemDst) then SetEditValue(dtElemDst, GetEditValue(dtElemSrc)); end;
end.
This script does the same thing, but also makes any armors TTW made to modulate the players voice (like wearing a power-armor helmet) also work with T4. The first one doesn't.
Spoiler:
Show
unit UserScript;
function Process(e: IInterface): integer; var formID: Cardinal; ttwFile, ttwOverride: IInterface; dnamSrc, dnamDst: IInterface; drElemSrc, dtElemSrc, flagsElemSrc: IInterface; drElemDst, dtElemDst, flagsElemDst: IInterface; begin Result := 0;
if Signature(e) <> 'ARMO' then exit;
if GetFileName(GetFile(e)) <> 'T4-plugin.esp' then exit;
formID := GetLoadOrderFormID(e); ttwFile := FileByName('TaleOfTwoWastelands.esm'); if not Assigned(ttwFile) then exit;
ttwOverride := RecordByFormID(ttwFile, formID, True); if not Assigned(ttwOverride) then exit;
Would installing with Viva New Vegas extended mod list have any conflicts? Mostly concerned with the .esp. will also install the goblinas... hope you can tell me :(
You'd probably have to make some edits if you wanted but I don't think there's anything critical. That said, if you're not willing to check conflicts and make fixes in FNVEdit you probably shouldn't be adding esp's to a premade modlist.
hey guys, i'm new at clothes and body modding, i got this error textures or meshes, i really don't know what doing wrong It's just with the breasts I got BNB updates and all but i have this issues again with all clothes from boutique
960 comments
For Vortex users: Go HERE, scroll down to the "Installation and Archive Invalidation" section. Follow the instructions.
If it still doesn't work, try changing bLoadFaceGenHeadEGTFiles=1 in the [General] section of your fallout.ini.
Edit: Fixed by copying the meshes and textures from the Fallout 3 version of this mod, would be great if there was a TTW patch since the Fallout 3 assets are already there
TTW is Overriding the amount of protection; the DR and DT, but keeps the original Meshes.Only 1 Override works at a time, and it's based on load order. But you use one, you loose the other, because TTW's (default) Meshes will override T4's new meshes if it's loaded last, and if T4 is instead loaded last, it's (default) DR and DT will override the ones from TTW.
The easiest way to fix it is to move the TTW DR/DT armor values to T4. But, a TTW patch/version will likely never happen due to some drama between the mod author and people who support / work on TTW.
However, it is possible to use a script in xEdit to move all the DR and DT from TaleOfTwoWastelands.esm to T4-plugin.esp. I had ChatGPC make one for me.The only hiccup is apparently "DR is a Float". Dunno what that means (and don't need to), but ChatGPT needed that nugget of info to make it work correctly.
Here's the script that worked:
unit UserScript;
function Process(e: IInterface): integer;
var
formID: Cardinal;
ttwFile, ttwOverride: IInterface;
dnamSrc, dnamDst: IInterface;
drElemSrc, dtElemSrc: IInterface;
drElemDst, dtElemDst: IInterface;
begin
Result := 0;
if Signature(e) <> 'ARMO' then
exit;
if GetFileName(GetFile(e)) <> 'T4-plugin.esp' then
exit;
formID := GetLoadOrderFormID(e);
ttwFile := FileByName('TaleOfTwoWastelands.esm');
if not Assigned(ttwFile) then
exit;
ttwOverride := RecordByFormID(ttwFile, formID, True);
if not Assigned(ttwOverride) then
exit;
dnamSrc := ElementByPath(ttwOverride, 'DNAM');
dnamDst := ElementByPath(e, 'DNAM');
if not Assigned(dnamSrc) or not Assigned(dnamDst) then
exit;
drElemSrc := ElementByPath(dnamSrc, 'DR');
dtElemSrc := ElementByPath(dnamSrc, 'DT');
drElemDst := ElementByPath(dnamDst, 'DR');
dtElemDst := ElementByPath(dnamDst, 'DT');
if Assigned(drElemSrc) and Assigned(drElemDst) then
SetEditValue(drElemDst, GetEditValue(drElemSrc));
if Assigned(dtElemSrc) and Assigned(dtElemDst) then
SetEditValue(dtElemDst, GetEditValue(dtElemSrc));
end;
end.
This script does the same thing, but also makes any armors TTW made to modulate the players voice (like wearing a power-armor helmet) also work with T4. The first one doesn't.
unit UserScript;
function Process(e: IInterface): integer;
var
formID: Cardinal;
ttwFile, ttwOverride: IInterface;
dnamSrc, dnamDst: IInterface;
drElemSrc, dtElemSrc, flagsElemSrc: IInterface;
drElemDst, dtElemDst, flagsElemDst: IInterface;
begin
Result := 0;
if Signature(e) <> 'ARMO' then
exit;
if GetFileName(GetFile(e)) <> 'T4-plugin.esp' then
exit;
formID := GetLoadOrderFormID(e);
ttwFile := FileByName('TaleOfTwoWastelands.esm');
if not Assigned(ttwFile) then
exit;
ttwOverride := RecordByFormID(ttwFile, formID, True);
if not Assigned(ttwOverride) then
exit;
dnamSrc := ElementByPath(ttwOverride, 'DNAM');
dnamDst := ElementByPath(e, 'DNAM');
if not Assigned(dnamSrc) or not Assigned(dnamDst) then
exit;
drElemSrc := ElementByPath(dnamSrc, 'DR');
dtElemSrc := ElementByPath(dnamSrc, 'DT');
flagsElemSrc := ElementByPath(dnamSrc, 'Flags');
drElemDst := ElementByPath(dnamDst, 'DR');
dtElemDst := ElementByPath(dnamDst, 'DT');
flagsElemDst := ElementByPath(dnamDst, 'Flags');
if Assigned(drElemSrc) and Assigned(drElemDst) then
SetEditValue(drElemDst, GetEditValue(drElemSrc));
if Assigned(dtElemSrc) and Assigned(dtElemDst) then
SetEditValue(dtElemDst, GetEditValue(dtElemSrc));
if Assigned(flagsElemSrc) and Assigned(flagsElemDst) then
SetEditValue(flagsElemDst, GetEditValue(flagsElemSrc));
end;
end.
Edit: Nvm i fixed it!
That said, if you're not willing to check conflicts and make fixes in FNVEdit you probably shouldn't be adding esp's to a premade modlist.
It's just with the breasts
I got BNB updates and all but i have this issues again with all clothes from boutique
https://imgur.com/a/GosCmqf