The latest patch marks a bunch of worldspace records as interior cells, this will cause conflicts with mods like uncut wasteland - in my case, the scaffolding and transmission pylon on the west side of hoover dam was missing. Delete all these to resolve issues.
Correct the only thing this patch does is add access to the train station in Freeside. Without this patch you will need an alternate mod that allows you to travel from New Vegas to Capital. In the description i linked a couple of mods i have used in the past to accomplish that. I recommend either TTW Union Station Online Booking by TheRighteousFist, or TTW - Train Station Access Via Inventory by nyaalich, but by the sounds of it you already got it covered.
Speaking of, TheRighteousFist was getting crashes as well on their old save file, but after testing the mod on a test save with zero mods previously baked into it, everything worked as intended. I will update the bugs section to reflect that. I think the problem is the quest script associated with the old door was moved to the new one in Freeside Open, and i guess it was enough of a change to disrupt modded and in progress saves.
I doubt it's a direct conflict between this patch and one of Th3Overseer's mods since i use a couple of their mods as well, but if you don't mind please tell me what mods you think were conflicting and i will look into it. :)
May be load order problems or some complex network of incompatibilities because other mods. I'm having the problem with the Eliza mod. It chrashes on startup, just before reaching the main menu. i'm gonna try to load just TTW, freeside open, your patch and Eliza and see if it also happens.
Luckily this happened to me before starting the playthrough while i built my mod list, so no risk to any save game.
EDIT: This is my current load order for the quick test
Hmm ok i don't have Eliza. I will look into it asap. Thank you appreciate the feedback.
Edit: Ok i installed Eliza and Khan Initiation. I can't replicate the crash. On startup at least. I don't have a lot of free time today otherwise i'd test it further than just clearing out Super Duper Mart and running back to Megaton (preexisting save file that has 4 hours put into it prior). Here's my load order:
Spoiler:
Show
FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm CaravanPack.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm TaleOfTwoWastelands.esm YUPTTW.esm Th3OverseerCore.esm TTWInteriors_Core.esm TTWInteriorsProject_Combo.esm SolidProject.esm FreesideOpen.esm Street Lights TTW.esm Regulators.esm TTW Freeside Open.esm TTWInt_FollowerGoHome.esm NVStripOpen.esm A Trail of Crumbs.esm Sortomatic.esm Afterschool Special.esm KhanInitiation.esp BBBackpacks.esm Street Lights TTW - Less Lights.esp Eliza.esp Tetris.esp JIP Improved Recipe Menu.esp IMPACT.esp MojaveImportsTTW.esp TTW - Bottle That Water.esp USSHoodwink.esp StripOpenMain.esp NevadaSkies.esp updatedWearGlassesandMasks.esp Union Station Online Booking.esp FNV Realistic Wasteland Lighting - ENB DLC.esp mtb.esp The Weapon Mod Menu.esp bald.esp NukaColaOverhaul.esp CASM with MCM.esp RagdollsTTW.esp ADAM Complete.esp ADAM - MERGE.esp MusicRecovery.esp ADAM - Trooper Gloves.esp hz_Empty Clicks.esp More Accurate Geiger Clicking.esp FOVSlider.esp JIP Companions Command & Control.esp Weapon Retexture Project.esp Delay DLC - TTW.esp FNV Realistic Wasteland Lighting - ENB.esp FSOmusic.esp TTWIntMojaveExpressBoxes_Combo.esp VarmintRifle22LR.esp HalfwayHouse.esp TOS Phasers - TTW.esp Platinum Radio.esp X-1_Tales_of_Wonder!.esp Conelrad 640-1240.esp PowerArmorSize.esp Fallout3PowerArmorSize - DLC.esp MCLLPPLL100.esp TTWTransportalponderEx.esp TTW_XPReduction.esp DarNifiedUINV.esp NVDLC04 Allegiance w Duster.esp The Mod Configuration Menu.esp RoughinItPortableHotplate.esp Diet Dehydration.esp LootMenu.esp Bashed Patch, 0.esp
Total active plugins: 83 Total plugins: 87
There still may be a incompatibility somewhere, and i will update the bugs section to reflect that, however i am not crashing on startup like you are experiencing. Maybe NVAC is preventing the crash on startup? Regardless i will continue to look into it further when i can. Sorry i couldn't be more help at the moment. Will update the post when i have looked into it further.
I have tested the mod, and my patch thoroughly. I put in around 15 hours since my last update and I'm really not seeing the issue.. I am not crashing on startup, and anything my patch does just shouldn't conflict in anyway. If i had to guess you must have had residual mods somewhere that is/was reliant on... Something that just wasn't there anymore. Maybe TTW required something that wasn't there? Or maybe you installed this patch incorrectly? If a friendly stranger could chime in with their experience/thoughts i would appreciate it.
From my experience there just isn't any conceivable reason for the patch to give you CTD's at startup with only Eliza. No matter what i do on my end i just cant replicate that unless i leave out a required mod like Khan Initiation, or the assets for Freeside Open. However i genuinely do hope you found your issue and fixed it. Even if it meant giving this patch a pass. :)
I've done a bit more of research with xEdit and this is what i found.
The records generating the problem for me are: 000DABCF 000DABDA 000DABD7
These are cell records (outside of freeside) that this patch is editing without actually adding any stuff into, but Eliza tries to add stuff into it.
If i delete those three records from your .esm, the game stops crashing on startup.
This is what xEdit looks like for that record: https://imgur.com/IaSkuqg
There are a few more records that look like that, but they are not conflicting with my other mods.
Are theese wild edits you have cleaned on your setup or something like that? Are they safe to delete if it avoids the crash?
EDIT:after looking into it a bit more, it looks in xEdit like your patch is trying to turn those exterior cells into interior cells, or something like that. I have done a bit of modding myself, but i have no experience working with worldbuilding, so not sure how the cells are supposed to work.
Interesting... Very strange i'm not getting crashes though. was it because of a bashed patch maybe? Regardless this is good information to know!
I'll look into cleaning the garbage edits and updating the patch ASAP. There really shouldn't be any edits outside of FreesideWorld. (I mean i really didn't touch anything else in the GECK.) This is the first thing i uploaded, and yeah i definitely forgot to clean it with xEdit. Sorry i am just now getting back to you, i have been really busy lately.
Edit: I cleaned the file with xEdit and uploaded it. Let me know if the problem is still around. I looked at the file, the garbage edits are gone (From what i can see).
Honestly looking back it's hilarious i forgot to clean the file before upload. Not my proudest moment. Thanks again for working with me, and helping me narrow the issue down (HOPEFULLY). Sorry i was dumb enough to forget such a crucial step XD haha. Let me know if there are any other issues need looking at / learning from.
The worlspace records ar far cleaner now, yes. But the records generating the problem are not actually under worldspace, they show up un the interior cell list, those need cleaning too. Only 0C014028 TTWLVUnStnGrnd (it shows up on block 0 sub-block 6 in xEdit to me)seems to be what you intended to add.
The rest of the interiors cells listed show as cells under NVWorldspace in the original FalloutNV.esm and are the ones creating the crash for me.
Thanks for dedicating so much time to this. I have to try and download wrye bash to see if the bashed patch fixes the problem.
Honestly this conversation has been invaluable. I should be thanking you for how much time YOU put into it too!
If i recall correctly that is the cell for the Vegas Train Station Interior. Yes i had to touch that cell. I had to change the door marker teleport there from the vanilla Freeside Worldspace to the Freeside Worldspace that Freeside Open has access to. (I think it was FreesideWorldNorth?) As a complete newbie I wouldn't doubt i did something wrong.
You seem to have significantly more experience with xEdit than me. What would you recommend i could do to fix it? I used the FNVEditQuickAutoClean.exe since I know very little and didn't want to break it further, but well i'm all ears.
Well, I have a bit of experience making my own custom patches, but terrain and cells is the part i've never touched before, so i'm not that sure either. the problem i detected was this: https://imgur.com/a/h2t5jAm In blue is the good record that you edited, everything else is some kind of dirty edit that, as you can see on the right, it looks like it's modifying those exterior cells into interior cells. What i tried was deleting all of them in red (selecting them and pressing del.), leaving the mod like this: https://imgur.com/a/cMofD2W This is what fixed the crashes for me. As to way it crashs for me and not for you, i have no idea. Might be a combination of fnvse plugins and configurations.
There's also a quest record modification and a new srcipt record, but I guess those two were intended to be there. Make a backup and try deleting manually anything you think whouldn't be there. Then test to see if it works. for biger mods with tons of records this is more difficult to make, but for smaller mods, i guess it doesn't hurt.
A fine job. A fine job indeed. I don't know what happened to the other modders, or the patches they released that are either no longer working or no longer available, but I'm glad you stepped up and got this re-patched for the players in 2020! Endorsed.
Thank god for this. I always made the mods compatible myself whenever I'd start up a TTW playthrough, it was a pain in the as. Never kept a backup due to the possibilities of updates occurring and I wouldn't want to use outdated files. This is gonna save me a hell of a lot of time. Thank the both of you so much.
You're more than welcome. Feel free to keep a copy and modify it to your liking if you want. Whenever TTW get's an update i'll try and keep this updated. Also if you encounter any issues please let me know.
Thanks for the patch MrMedicinal! but one thing though, it's not game breakingly bad just slightly annoying but when i'm approaching The old mormon fort in freeside I see two exclamation marks where the old entrances use to be there. But like I said its not game breaking. just though i'd tell you.
-But anyways a question i'm just wondering here does The Strip open mod work with TTW or would that need a patch too like fresside open?-.
Your welcome! In regards to the Old Mormon Fort, it sounds like your game is missing the meshes that comes with Freeside open. This patch doesn't contain any New Vegas Uncut assets so you will need the original Freeside Open V0-7. Try installing the Freesde Open mods manually, specifically the Meshes folder from New Vegas Uncut - Freeside Open V0-7.
The Strip Open works fine from my experience! As far as i know TTW doesn't touch the Strip so no fuss no muss.
30 comments
The only thing this adds is the train station to Freeside, right? Because I can live without it.
Speaking of, TheRighteousFist was getting crashes as well on their old save file, but after testing the mod on a test save with zero mods previously baked into it, everything worked as intended. I will update the bugs section to reflect that. I think the problem is the quest script associated with the old door was moved to the new one in Freeside Open, and i guess it was enough of a change to disrupt modded and in progress saves.
I doubt it's a direct conflict between this patch and one of Th3Overseer's mods since i use a couple of their mods as well, but if you don't mind please tell me what mods you think were conflicting and i will look into it. :)
Luckily this happened to me before starting the playthrough while i built my mod list, so no risk to any save game.
EDIT:
This is my current load order for the quick test
FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
TaleOfTwoWastelands.esm
YUPTTW.esm
FreesideOpen.esm
TTW Freeside Open.esm
Th3OverseerCore.esm
KhanInitiation.esp
Eliza.esp
FreesideOpenPatch.esp
It still crashes, even if I move them arround
Edit: Ok i installed Eliza and Khan Initiation. I can't replicate the crash. On startup at least. I don't have a lot of free time today otherwise i'd test it further than just clearing out Super Duper Mart and running back to Megaton (preexisting save file that has 4 hours put into it prior). Here's my load order:
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
TaleOfTwoWastelands.esm
YUPTTW.esm
Th3OverseerCore.esm
TTWInteriors_Core.esm
TTWInteriorsProject_Combo.esm
SolidProject.esm
FreesideOpen.esm
Street Lights TTW.esm
Regulators.esm
TTW Freeside Open.esm
TTWInt_FollowerGoHome.esm
NVStripOpen.esm
A Trail of Crumbs.esm
Sortomatic.esm
Afterschool Special.esm
KhanInitiation.esp
BBBackpacks.esm
Street Lights TTW - Less Lights.esp
Eliza.esp
Tetris.esp
JIP Improved Recipe Menu.esp
IMPACT.esp
MojaveImportsTTW.esp
TTW - Bottle That Water.esp
USSHoodwink.esp
StripOpenMain.esp
NevadaSkies.esp
updatedWearGlassesandMasks.esp
Union Station Online Booking.esp
FNV Realistic Wasteland Lighting - ENB DLC.esp
mtb.esp
The Weapon Mod Menu.esp
bald.esp
NukaColaOverhaul.esp
CASM with MCM.esp
RagdollsTTW.esp
ADAM Complete.esp
ADAM - MERGE.esp
MusicRecovery.esp
ADAM - Trooper Gloves.esp
hz_Empty Clicks.esp
More Accurate Geiger Clicking.esp
FOVSlider.esp
JIP Companions Command & Control.esp
Weapon Retexture Project.esp
Delay DLC - TTW.esp
FNV Realistic Wasteland Lighting - ENB.esp
FSOmusic.esp
TTWIntMojaveExpressBoxes_Combo.esp
VarmintRifle22LR.esp
HalfwayHouse.esp
TOS Phasers - TTW.esp
Platinum Radio.esp
X-1_Tales_of_Wonder!.esp
Conelrad 640-1240.esp
PowerArmorSize.esp
Fallout3PowerArmorSize - DLC.esp
MCLLPPLL100.esp
TTWTransportalponderEx.esp
TTW_XPReduction.esp
DarNifiedUINV.esp
NVDLC04 Allegiance w Duster.esp
The Mod Configuration Menu.esp
RoughinItPortableHotplate.esp
Diet Dehydration.esp
LootMenu.esp
Bashed Patch, 0.esp
Total active plugins: 83
Total plugins: 87
There still may be a incompatibility somewhere, and i will update the bugs section to reflect that, however i am not crashing on startup like you are experiencing. Maybe NVAC is preventing the crash on startup? Regardless i will continue to look into it further when i can. Sorry i couldn't be more help at the moment. Will update the post when i have looked into it further.
From my experience there just isn't any conceivable reason for the patch to give you CTD's at startup with only Eliza. No matter what i do on my end i just cant replicate that unless i leave out a required mod like Khan Initiation, or the assets for Freeside Open. However i genuinely do hope you found your issue and fixed it. Even if it meant giving this patch a pass. :)
The records generating the problem for me are:
000DABCF
000DABDA
000DABD7
These are cell records (outside of freeside) that this patch is editing without actually adding any stuff into, but Eliza tries to add stuff into it.
If i delete those three records from your .esm, the game stops crashing on startup.
This is what xEdit looks like for that record:
https://imgur.com/IaSkuqg
There are a few more records that look like that, but they are not conflicting with my other mods.
Are theese wild edits you have cleaned on your setup or something like that? Are they safe to delete if it avoids the crash?
EDIT:after looking into it a bit more, it looks in xEdit like your patch is trying to turn those exterior cells into interior cells, or something like that. I have done a bit of modding myself, but i have no experience working with worldbuilding, so not sure how the cells are supposed to work.
I'll look into cleaning the garbage edits and updating the patch ASAP. There really shouldn't be any edits outside of FreesideWorld. (I mean i really didn't touch anything else in the GECK.) This is the first thing i uploaded, and yeah i definitely forgot to clean it with xEdit. Sorry i am just now getting back to you, i have been really busy lately.
Edit: I cleaned the file with xEdit and uploaded it. Let me know if the problem is still around. I looked at the file, the garbage edits are gone (From what i can see).
Honestly looking back it's hilarious i forgot to clean the file before upload. Not my proudest moment. Thanks again for working with me, and helping me narrow the issue down (HOPEFULLY). Sorry i was dumb enough to forget such a crucial step XD haha. Let me know if there are any other issues need looking at / learning from.
The rest of the interiors cells listed show as cells under NVWorldspace in the original FalloutNV.esm and are the ones creating the crash for me.
Thanks for dedicating so much time to this. I have to try and download wrye bash to see if the bashed patch fixes the problem.
If i recall correctly that is the cell for the Vegas Train Station Interior. Yes i had to touch that cell. I had to change the door marker teleport there from the vanilla Freeside Worldspace to the Freeside Worldspace that Freeside Open has access to. (I think it was FreesideWorldNorth?) As a complete newbie I wouldn't doubt i did something wrong.
You seem to have significantly more experience with xEdit than me. What would you recommend i could do to fix it? I used the FNVEditQuickAutoClean.exe since I know very little and didn't want to break it further, but well i'm all ears.
the problem i detected was this:
https://imgur.com/a/h2t5jAm
In blue is the good record that you edited, everything else is some kind of dirty edit that, as you can see on the right, it looks like it's modifying those exterior cells into interior cells. What i tried was deleting all of them in red (selecting them and pressing del.), leaving the mod like this:
https://imgur.com/a/cMofD2W
This is what fixed the crashes for me. As to way it crashs for me and not for you, i have no idea. Might be a combination of fnvse plugins and configurations.
There's also a quest record modification and a new srcipt record, but I guess those two were intended to be there.
Make a backup and try deleting manually anything you think whouldn't be there. Then test to see if it works. for biger mods with tons of records this is more difficult to make, but for smaller mods, i guess it doesn't hurt.
wait never mind I misread the filenames. Lol
This is gonna save me a hell of a lot of time. Thank the both of you so much.
-But anyways a question i'm just wondering here does The Strip open mod work with TTW or would that need a patch too like fresside open?-.
The Strip Open works fine from my experience! As far as i know TTW doesn't touch the Strip so no fuss no muss.