I'm considering making another mod which makes the player catch the skin disease if they spend too long working in the Steelyards of The Pitt (changing their skin to use the mutant textures), with an option to remove it after the end of the main quest by talking to the right NPC. I think I can even implement it so it supports all 4 vanilla ethnicity and retains the players facegen customization both going into the disease and going out.
Any interest in this? I worry it's so niche nobody except me would find the idea appealing.
Also I'm not entirely happy with the scar textures, but I don't think I can do much better on my own. If anyone makes a retexture I'll probably add a link and recommendation to use it in the description.
I don't plan on officially supporting a full non-TTW version of this mod, but since multiple people have been asking for it here's a workaround.
1. Download the Main File for this mod and install it. 2. Download the Non-TTW ESP Replacer Miscellaneous file and replace the installed mod's ESP with it
It's a quick and dirty stripped down esp which removes all the scripting, dialogue, and dependencies on TTW, leaving just the items that can be equipped to show scars. In order to use it you'll need to manually add/remove the scars using the console. To do that run the following commands (use the esp's load order index where it says XX):
you actually get shot twice so there should be two bullet holes! i really wish it didn't make the "equip" sound while you were on the bed, clearly when the wound gets equipped. doc mitchell's dialogue for this mod being unvoiced is a deal breaker, surely there was some existing dialogue you could've used for his response.
The Script DLC04LookoutDuchessTravelActivatorSCRIPT got updated in TTW 3.3.3 apparently. AFAICT, it had a bug where if you do PL after destroying the enclave, Enclave radio got enabled nonetheless:
Spoiler:
Show
Got updated from this: if ( GetStage MQ09 < 60 ) RadioEnclaveRef.Enable else if ( MQ09.RRDestroy == 0 ) RadioEnclaveRef.Enable endif endif
To this: if GetQuestCompleted MQ11 == 0 if ( GetStage MQ09 < 60 ) RadioEnclaveRef.Enable else if ( MQ09.RRDestroy == 0 ) RadioEnclaveRef.Enable endif endif endif
Does not affect the code you implemented in this mod, tho. Just a minor update to make. Keep the good work m8!
Question here, the scar, on my female LW/Courier is a bit too far into her forehead causing me to need to scale the head kind of super downwards, but she looks entirely normal to me. Is there a way to get the (above the left side brow) gunshot texture a bit further out from the head than it currently is?
EDIT: After extensive testing, yes, specifically the Scar + Bullet Scar, either left brow or the original position, is much too far inwards on female heads, forehead has to be super scaled to fit with it. Any fix soonsies please and thank you?
Do not install this mods AFTER getting the scar, if you do so the game will keep the vainilla scar and won't allow you to remove it, to get the correct scar you have to install the mod before the wild punga seeds. I managed to change scar by using player.unequipitem and player.removeitem (vainilla scar id) for the wrong scar and then used player.additem (mod scar id) followed by player.equipitem for this mod scar.
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I'm considering making another mod which makes the player catch the skin disease if they spend too long working in the Steelyards of The Pitt (changing their skin to use the mutant textures), with an option to remove it after the end of the main quest by talking to the right NPC. I think I can even implement it so it supports all 4 vanilla ethnicity and retains the players facegen customization both going into the disease and going out.
Any interest in this? I worry it's so niche nobody except me would find the idea appealing.
TTW Pitt Rot has been released!
Also I'm not entirely happy with the scar textures, but I don't think I can do much better on my own. If anyone makes a retexture I'll probably add a link and recommendation to use it in the description.
1. Download the Main File for this mod and install it.
2. Download the Non-TTW ESP Replacer Miscellaneous file and replace the installed mod's ESP with it
It's a quick and dirty stripped down esp which removes all the scripting, dialogue, and dependencies on TTW, leaving just the items that can be equipped to show scars. In order to use it you'll need to manually add/remove the scars using the console. To do that run the following commands (use the esp's load order index where it says XX):
For Scar (Brain + Bullet):
player.additem XX000800 1
player.equipitem XX000800 1
For Scar (Brain):
player.additem XX000801 1
player.equipitem XX000801 1
For Scar (Bullet):
player.additem XX000802 1
player.equipitem XX000802 1
you actually get shot twice so there should be two bullet holes!
i really wish it didn't make the "equip" sound while you were on the bed, clearly when the wound gets equipped.
doc mitchell's dialogue for this mod being unvoiced is a deal breaker, surely there was some existing dialogue you could've used for his response.
if ( GetStage MQ09 < 60 )
RadioEnclaveRef.Enable
else
if ( MQ09.RRDestroy == 0 )
RadioEnclaveRef.Enable
endif
endif
To this:
if GetQuestCompleted MQ11 == 0
if ( GetStage MQ09 < 60 )
RadioEnclaveRef.Enable
else
if ( MQ09.RRDestroy == 0 )
RadioEnclaveRef.Enable
endif
endif
endif
player.unequipitem 0A00C509
player.removeitem 0A00C509
player.additem XX000801
player.equipitem XX000801
Enter each commands. ID may varies depending of your loadorder check the ESM/ESP with FNV-Edit if that's the case!
player.additem XX000800
player.equipitem XX000800
EDIT: After extensive testing, yes, specifically the Scar + Bullet Scar, either left brow or the original position, is much too far inwards on female heads, forehead has to be super scaled to fit with it. Any fix soonsies please and thank you?
I managed to change scar by using player.unequipitem and player.removeitem (vainilla scar id) for the wrong scar and then used player.additem (mod scar id) followed by player.equipitem for this mod scar.