Just to clarify, do I need to download the main file in addition to the TTW patch? Or is the TTW patch the same as the main patch with just the addition of TTW support changes?
Sorry to hear it's gone. Thankfully, it's not a hard requirement if I recall correctly, and it shouldn't significantly detract from the experience without it. I'll remove it from the list of requirements real quick, and hopefully some time I'll put out an update to tweak some things to account for playing without it.
Caught a minor goof. “Pugilist's Guide: How To Cheat In The RIng”, The "I" in "Ring” was capitalised by accident. (also the "i" in "in" should be lower case). Edit: Actually I used this opportunity to check just what words should not be capitalised in a title. Here's a full list of changes.
Pugilist's Guide: How to Cheat in the Ring
Modern Weapons: How to Electrocute, Burn, or Maim Your Enemies
Fisherman's Guide: All the Uses of Dynamite
Ballistics Guide: Hunting with Machine Guns
The Complete Novice's Guide to Surgery
Knife Fighting: How to Counter a Ranged Weapon
Tinkerer's Guide: 101 Uses for Junk
Programmer's Guide: Tricks and Backdoors in Military Programming
Sleuth's Guide: Sneaking in Secret
Psychologist Periodical: How to Fix a Patient in 3 Easy Steps
Kind of noticed in Console I am getting some errors now specially LOD ones due to Zion Trail Redux ESP (friendlynonmurderingsort) So I am trying it without for testing...
I can't say for sure given all the sorts of methods that exist to do this, as it is right now the mod works fine but theoretically if you merge the TTW patch into the main file with the TTW patch overwriting stuff, it would be fine. I can't really help you with this, though, as that's not how my mod has been distributed.
I just want to say thank you for doing this and all of the other mod authors (if they see this) that put so much more love into Zion Trail.
After getting from one end to the other I can see why some people were bummed out by the empty spaces, but following the recommended mod/load order Zion Trail just feels like fresh DLC. I don't really travel much at night but honestly I noticed myself so much more on edge especially with the fitting music from Zion Trail Enhanced, in certain areas.
I'm pretty picky with Quest mods, and everything I've seen so far is very lore friendly, that goes for the music as well. Kudos!
Yeah, I had a strange appreciation for how everything was set up and the idea behind it, and loved the idea of connecting the mojave to honest hearts. Really wanted to try to clean things up. Honestly a lot of the things I addressed are more so really ocd heavy tech brained people like me would be annoyed by but I wanted to do it 😄 All the other mods do such a good job of making it very nice to the eyes and ears already.
So I tried entering Zion through the vanilla way (Northern Passage). It worked and I finished the DLC. The problem now is me leaving Zion causes the same issue as entering Zion through this mod. The only mods I have that altered anything about my hardcore needs is Progressive Hardcore Needs and Jsawyer Ultimate Edition. It was working just fine in my prior playthroughs without the Zion Trail mods listed by KresoX
Here's my recommendation for a little manual "mod pack", as there are some combined patches. Install in this order: 1 install the great mods by the th3overseer, namely Eliza and Headhunting, you don't have to start playing them before Zion trail 2 install More Mojave, just like Eliza and Headhunting you can get to it later 3 Zion Trail 4 Zion Trail Enhanced 5 Zion Trail Tweaks 6 S6S Zion Trail Patch 7 Yet Another Zion Trail Tweaks 8 My take on a ZionTrail-MoreMojave-HeadHunting Patch 9 MoreMojave Eliza Red Rock Canyon patch I've installed this all in this exact order and had no issues whatsoever, with the exception of one single object missing from a store in certain town (the classing red sign), which I resolved with console command disable in 3 seconds. Again - no other issues. Additionally, I wholeheartedly recommend you get this gem before all this: 0 Vertibird Player Home Going forward and exploring the Zion trail on foot is great and should be played like that, but in case you need to go back to a certain location or character, you'll appreciate the speed and ease, plus navigating a vertibird through narrow canyons and seeing the whole scenery from up above is really something. The same applies to Zion - you'll love it. And who knows, you may spot a location or two you've missed.
Hey, awesome work on this. Thank you so much for putting even more love into Zion Trail. I particularly like that you integrated it into HH. However, I'd like to use this with Northern Passage for Zion Trail Worldspace.
The way I understand your mod base off the description is that you have to choose between going to Zion by the trail or with the caravan, you can't have both. Meanwhile, the latter mod just places the Northern Passage in the very end of the Zion Trail worldspace, which aligns better with what I wanted. I do not want to skip on all the fixes, changes and the TTW compatibility though. Do you think both mods would work together well or something would definitely break?
In my mod, the Northern Passage physically in-world links to some off-shoot of the trail, near the south end of the map. I then added another passage near the end of the trail.
So, in a way, my mod kind of does this already, there's a new northern-passage-like map but the caravan is in the first one and you're meant to roleplay that you traveled the trail with them, as a means to skip right to the honest hearts dlc.
I could add an option to move the caravan to the new passage I added, would that be more in line with what you want?
Hey, thank you for the kind reply! I’m kinda OCD when it comes to missing content, so I’d love to be able to go through the Zion Trail and meet up with the caravan at the end, BUT I don't want to give you any further unnecessary work for something that is a minor gripe at best!
You’ve already done amazing work and I’m excited to test it out on the playthrough I’m currently hatching. Cheers!
Nonono don't be ocd! They're still there, I just felt for best lore reasons they would remain in the northern passage, because they imply that they are about to walk the trail, and that you need their help to walk it.
My thought process was like this - assuming Zion Trail existed the whole time in-world, the happy trails caravan would be waiting at the Mojave side for anyone to take up their call on the radio signal, to travel the trail with them. This is why all the weight limits and everything is in place.
Seems odd that they would be waiting at the end of the trail at the last cave, waiting for someone to come help them out to like... just leave the cave into zion canyon. Although they ARE trying to get to new canaan... not to zion canyon.
Maybe there's something I can finangle with their dialogue to make them say that they are like, mid way through their journey and would want the extra backup. And then you can witness them getting ambushed. Maybe you're on to something. Perhaps I could add some kind of trigger that warps the caravan to the end of the trail when you're near the end of the trail, to imply that they left meanwhile of you exploring the trail. I'll see if I can do something like that! Sounds like a fun idea, actually. I'll see if I can make this make sense, examining the cutscenes and everything.
admittedly, this load order probably gonna look horrific but if someone can figure it out that would be very helpful, also thanks for replying. load order here
It that's your ACTIVE load order and not just... a whole smorgasbord of everything you got installed whether active or inactive, you've got some broken mods (electrocity stands out -- replace that with A Little More Lamplight) and outdated/archaic mods (XFO), and aside from pre-made patches, I'm seeing no self-made compatibility patches. Shot in the dark, XFO is what's screwing you. Although CFEE is also known to break things, my money is on XFO though because it messes with the AI a lot and on Gamebryo, messing with the AI is black magic at the best of times.
Not tested, but if it modifies how the DLC starts then possibly incompatible.
In addition, I read this in the comments: Dirty plugin, recompiling all vanilla scripts.
That could be really bad if it's true. That means any mod that edits a script will be incompatible. A shame though, it did look interesting at first glance. Probably would have checked it out in my next playthrough. Maybe if I'm tempted enough I'll clean its esm/esp and check it out.
36 comments
Edit: Actually I used this opportunity to check just what words should not be capitalised in a title. Here's a full list of changes.
Just installed your mod, be great if you do follow on up as that would be awesome.. :)
BTW, you said Zion Trail Tweaks was taken down ???
https://www.nexusmods.com/newvegas/mods/72083
Zion Trail Tweaks
Isnt that it ?
So I am trying it without for testing...
After getting from one end to the other I can see why some people were bummed out by the empty spaces, but following the recommended mod/load order Zion Trail just feels like fresh DLC. I don't really travel much at night but honestly I noticed myself so much more on edge especially with the fitting music from Zion Trail Enhanced, in certain areas.
I'm pretty picky with Quest mods, and everything I've seen so far is very lore friendly, that goes for the music as well. Kudos!
EDIT: Seems updating JIP fixed the issues
Here's my recommendation for a little manual "mod pack", as there are some combined patches. Install in this order:
1 install the great mods by the th3overseer, namely Eliza and Headhunting, you don't have to start playing them before Zion trail
2 install More Mojave, just like Eliza and Headhunting you can get to it later
3 Zion Trail
4 Zion Trail Enhanced
5 Zion Trail Tweaks
6 S6S Zion Trail Patch
7 Yet Another Zion Trail Tweaks
8 My take on a ZionTrail-MoreMojave-HeadHunting Patch
9 MoreMojave Eliza Red Rock Canyon patch
I've installed this all in this exact order and had no issues whatsoever, with the exception of one single object missing from a store in certain town (the classing red sign), which I resolved with console command disable in 3 seconds. Again - no other issues.
Additionally, I wholeheartedly recommend you get this gem before all this:
0 Vertibird Player Home
Going forward and exploring the Zion trail on foot is great and should be played like that, but in case you need to go back to a certain location or character, you'll appreciate the speed and ease, plus navigating a vertibird through narrow canyons and seeing the whole scenery from up above is really something. The same applies to Zion - you'll love it. And who knows, you may spot a location or two you've missed.
The way I understand your mod base off the description is that you have to choose between going to Zion by the trail or with the caravan, you can't have both. Meanwhile, the latter mod just places the Northern Passage in the very end of the Zion Trail worldspace, which aligns better with what I wanted. I do not want to skip on all the fixes, changes and the TTW compatibility though. Do you think both mods would work together well or something would definitely break?
In my mod, the Northern Passage physically in-world links to some off-shoot of the trail, near the south end of the map. I then added another passage near the end of the trail.
So, in a way, my mod kind of does this already, there's a new northern-passage-like map but the caravan is in the first one and you're meant to roleplay that you traveled the trail with them, as a means to skip right to the honest hearts dlc.
I could add an option to move the caravan to the new passage I added, would that be more in line with what you want?
You’ve already done amazing work and I’m excited to test it out on the playthrough I’m currently hatching. Cheers!
My thought process was like this - assuming Zion Trail existed the whole time in-world, the happy trails caravan would be waiting at the Mojave side for anyone to take up their call on the radio signal, to travel the trail with them. This is why all the weight limits and everything is in place.
Seems odd that they would be waiting at the end of the trail at the last cave, waiting for someone to come help them out to like... just leave the cave into zion canyon. Although they ARE trying to get to new canaan... not to zion canyon.
Maybe there's something I can finangle with their dialogue to make them say that they are like, mid way through their journey and would want the extra backup. And then you can witness them getting ambushed. Maybe you're on to something. Perhaps I could add some kind of trigger that warps the caravan to the end of the trail when you're near the end of the trail, to imply that they left meanwhile of you exploring the trail. I'll see if I can do something like that! Sounds like a fun idea, actually. I'll see if I can make this make sense, examining the cutscenes and everything.
edit:i was able to jank him into working by just running bac k to where the initial ambush took place and the quest proceeded as normal
In addition, I read this in the comments:
Dirty plugin, recompiling all vanilla scripts.
That could be really bad if it's true. That means any mod that edits a script will be incompatible.
A shame though, it did look interesting at first glance. Probably would have checked it out in my next playthrough. Maybe if I'm tempted enough I'll clean its esm/esp and check it out.
Honest Hearts Reborn Plugins Cleaned (I hope)
Also, might be taking a break from modding real soon. I need to touch grass more lol.