Gosh, this was such a classic, one of the first mods I ever played. Great to see it here!
The only problem I think I'd have with it now is that there are no choices, it's a completely linear quest unless you count exploring the initial cube traps, or finding the reward tags. Also the extremely overpowered weapons you get at the end, but that can be dealt with easily enough.
This is an amazing conversion! Thank you for taking the time to do this. You have added a lot of happiness to this world and I cant thank you enough : )
Yep after over a week of playing with it installed the stuttering and lag makes ttw unplayable. Removing it and starting from scratch fixes the issue 100%. This mod is not compatible with 3.3.2.
TTW Interiors just adds a different interior to the same building that Cube is in. We made a patch for it on our Cinemodded Patches page called Door Patch TTWI-ETC. It's nothing serious. As for 3.3, we can't say, but we doubt it's game breaking.
Were you able to recompile all the Scripts? I have found several references in German in your version and I was trying to remade it by using the fixed english esm from Fallout 3. The issue is that the following scripts cannot be recompiled:
For what I can tell, your esm file also has issues with this. At the very least, the script aaCubeDoorChangeTrigScript, which has valid references and it seems to be in use, looks identical and it both cases I cannot compile it. For refence I am using Geck Extender and I was able to recompile all the other scripts.
This was like a year and a half ago but none of those scripts reference anything needed from what I can remember. I recompiled all the needed scripts as far as I can remember. I never had any issues and I played through the entire mod getting every possible bit of content.
It makes sense, even if the scripts were supposed to do something... they are around 5% of the total of scripts. There were some scripts that had redundant endif and those were easy to ducktape, but having broken references... that is a whole different case.
Leaving this here for awareness purposes. This mod is incompatible with TTW interiors project. This is because the house you start the quest in also happens to be one modified by TTW interiors.
Yeah, a lot of interior mods use that house unfortunately. You should be able to tell exactly which door is the door for CUBE since it's called CUBE iirc. Only other way I could fix that is having some other activator somewhere else but I think that'd be complicating things a bit.
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The only problem I think I'd have with it now is that there are no choices, it's a completely linear quest unless you count exploring the initial cube traps, or finding the reward tags.
Also the extremely overpowered weapons you get at the end, but that can be dealt with easily enough.
just a huge amount of stuttering and lag even with all the essential plugins...
Were you able to recompile all the Scripts? I have found several references in German in your version and I was trying to remade it by using the fixed english esm from Fallout 3. The issue is that the following scripts cannot be recompiled:
aaCubeDoorChangeTrigScript
aaCubeDoorCloseTrigScript
aaCubeDoorStartTrigger01Script
aaCubeDoorTrigScript
aaCubeLevel01ConnectorATrigScript
aaCubeLevel01ConnectorBTrigScript
aaCubeLevel01ConnectorCTrigScript
aaCubeMessageHH20TrigBoxScript
aaCubeMessageSSS36TrigBoxScript
aaCubeStationIDestroyedTrigger01Script
aaCubeStationIIIMoveTrigBox01Script
aaCubeStationIIIOuterShellTrigBoxScript
aaCubeStationIIMoveBlock03Script
aaCubeStationIIMoveLiftPlatform01TrigBoxScript
For what I can tell, your esm file also has issues with this. At the very least, the script aaCubeDoorChangeTrigScript, which has valid references and it seems to be in use, looks identical and it both cases I cannot compile it. For refence I am using Geck Extender and I was able to recompile all the other scripts.