You probably just don't have TTW installed. It's a harmless error. I suppose you could disable that file if you want. It won't really make a difference either way, as far as I'm aware.
Enhanced Movement is doing a bunch of extra stuff. I can't really speak to where it should go in the Load Order, because I don't use it myself (cool mod, though). I would assume loading before is better. I was more speaking about mods like Enhanced Locomotion, which are just straight replacers of the vanilla locomotion files.
Could someone help me by chance? My PC crashed while in mod organizer and it reset my WHOLE load order. Well the good news is I took screenshots of it and sent it to a friend so I was able to restore it, however I noticed I no longer have the ability to cook grenades- I have no clue what mod added it (and all are enabled) and it made the exact same sound as the trailer for this mod, the loud click. For some reason, this no longer works and I have even reinstalled the mod. Very sad as I had never used grenades much in my other playthroughs but this time I was really starting to love them.
Thanks man- while doing some digging, this is TOTALLY bizare as I have never downloaded the mod AND I have clips of the mod in action, Stewie made a submod for cooking grenades, and I watched the video on it, and it is the exact type of cooking I had.
I have zero clue how this I had that exact grenade cooking without even having the mod.
Great set of animations! Just noticed a small thing, nothing game breaking but when you first equip some dynamite and use a sprint mod, you can see the lighter floating off to the right of the hand holding the dynamite. However, once you've thrown one it goes away, just thought I'd let you know
i was wondering if you had any plans to patch this for enhanced movement or sprint mods? sprinting with spears is incredibly jarring and looks broken because of how theyre held now. if not totally understandable. these are fuckin awesome regardless
Do this animations apply to the "Throwable Explosive Spears (aka Mad Max Thundersticks)" mod? If not could a patch be made? Link to mod is here: https://www.nexusmods.com/newvegas/mods/89034?tab=posts
Perks are perks. Animations are animations. I don't know why everyone thinks that changing animations effects the code of how perks work, but it doesn't.
47 comments
Read the installation guide.
Have fun.
NVSE version: 6.40
JIP LN version: 57.30
[SCRIPT RUNNER] Errors were found while compiling the following script files:
Script 'gr_TTWBioGasCanister.txt', line 1:
Item 'DLC04BioGasGrenade' not found for parameter item.
Compiled script not saved!
================================================================
> JIP MemoryPool session total allocations: 512 KB
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ChatGPT told me I am missing it's FO3 or TTW Files/References. So I should Disable it as : gr_TTWBioGasCanister.txt.disabled
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And By : You should load any locomotion mods before this mod. Do you mean mods like Enhanced Movement?
Enhanced Movement is doing a bunch of extra stuff. I can't really speak to where it should go in the Load Order, because I don't use it myself (cool mod, though). I would assume loading before is better. I was more speaking about mods like Enhanced Locomotion, which are just straight replacers of the vanilla locomotion files.
Sorry about your PC!
I have zero clue how this I had that exact grenade cooking without even having the mod.
Link to mod is here:
https://www.nexusmods.com/newvegas/mods/89034?tab=posts
You can easily create one yourself if you're willing to spend a couple of minutes of reading on the kNVSE mod page and crack open notepad, though.