• Announcements

    • Ashal

      SITE MOVED - IN READ ONLY MODE   12/08/2015

      Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.
tomm434

FalloutTTW QuestOverhaul

1,068 posts in this topic

This happens when you recompile scripts and hit "Recompile all".


Unfortunately if minor changes have been made to the scripts, FNVedit's "Remove identical to master" option will obviously no longer pick them up either.


 


When you're going to do this, it's better to make a note of exactly which scripts are originally in the mod. Then after you recompile all, delete everything except the original scripts from the mod once you get back to edit.


 


(Creating a temp esp containing a copy of the original scripts is a quick and efficient way of doing this.)


0

Share this post


Link to post

Thanks for the tip.


No minor changes were made - FNVedit recognized edits as "Identical to master".


0

Share this post


Link to post

I'm not good with FNVedit (or well, I haven't used it much :P ).

I followed the guides at the TTW site exactly, including recompiling the scripts using geck for NV... No, I haven't released it anywhere since I don't know if the mod author would like that, I just converted it for personal use... maybe I should just empty it and run with another player house. ;)

But I'll give your .esp a try. :)

Thanks

0

Share this post


Link to post

OH MY GOD I LOVE MINI HIDEOUT!  This is what I use now instead.  Can't remember if I didn't feel like converting mini hideout or *something else*.  I never used the mannequin room, so the one room layout suited me a bit better anyway.


 


Never ever ever hit Recompile All.  Ever.  No.  I'm serious.


 


There.  I'm done not helping/adding spammy posts.  :D


0

Share this post


Link to post

[back where it belongs...]


 


You should use recompile all on every TTW conversion. Only way to be sure all scripts use the correct function index.


BUT do it with NO mod activated, save as a new plugin, use FNVEdit : remove all ITM and any script that did not compile (SCDA record is empty) and then drag back into your plugin whatever remains.


AND yes ,  it is "OK" for a lot of vanilla scripts to not compile [:)]


1

Share this post


Link to post

This is as opposed to running the TTW Conversion Script that the TTW crew made for FNVEdit?


 


Also confused, wouldn't you have to at least have FO:NV - TTW.esms active?


0

Share this post


Link to post

A ) The TTW script change reference and other data that needs to be updated. It cannot force a recompilation to make use of those reference or of other internal difference between FO3 and FNV.


 


B ) I meant active as the active one. Of course your plugin and any plugin it uses has to be selected and load in GECK.


 


0

Share this post


Link to post

A)  So then, you've done this before?  I ask since I haven't (only did what was needed in FNVEdit), and seek the reassurance of "he who knows" that it's really, really okay to Recompile All.


 


I'm scared, jaam.  Will I dream?


 


0

Share this post


Link to post

Yes. When working on porting Quo Vagis.


 


As long as you don't do it in a useful plugin, you can always throw it all away and start over until you are satisfied !


 


0

Share this post


Link to post

You know, jaam.  You've been talking a lot (for you) lately AND you're providing a tangible mod that you've worked on in some capacity.  I don't know that I can call you "the hermit that occasionally descends to enlighten the rest of us mortals" any more.  Care to select your next archetype?  :D


0

Share this post


Link to post

I never recompile all when I convert TTW mods.  Takes for-fucking-ever.  I just hunt down the mods various scripts and compile them that way.


0

Share this post


Link to post

In that case, don't forget the dialogs :)


 


0

Share this post


Link to post

You know, jaam.  You've been talking a lot (for you) lately AND you're providing a tangible mod that you've worked on in some capacity.  I don't know that I can call you "the hermit that occasionally descends to enlighten the rest of us mortals" any more.  Care to select your next archetype?  :D

 

Personal ports don't count :)

0

Share this post


Link to post

In that case, don't forget the dialogs :)

I try not to. They can be pesky.

0

Share this post


Link to post

Is it this mod that adds a secret house in Minefield with a sex dungeon? ^^ I only have this and encounters AFAIK that is TTW specific... :P There's not much to do in the house though.


0

Share this post


Link to post

 Do you have the Fallout 3/New Vegas Interiors mod installed? I think that


adds some content like that.


 




Is it this mod that adds a secret house in Minefield with a sex dungeon? ^^ I only have this and encounters AFAIK that is TTW specific... :P There's not much to do in the house though.




 

0

Share this post


Link to post

 

 Do you have the Fallout 3/New Vegas Interiors mod installed? I think that

adds some content like that.

 

Is it this mod that adds a secret house in Minefield with a sex dungeon? ^^ I only have this and encounters AFAIK that is TTW specific... :P There's not much to do in the house though.

 

 

Ahhh ok.. yeah I do, didn't think that mod would add anything like that. :P

0

Share this post


Link to post

Now Quest Overhaul only adds one playble cell to the game (during Moira quest) and blocks access to it afterwards.


0

Share this post


Link to post

Hi tomm. So I got around to doing Moira's quest (I can confirm I was given lipstick from dead raiders) but when I went to go save her from kidnapper, the "Speak with Moira" objective didn't update after we went back to megaton. I learned who was the informant, killed him and Moira did nothing but inform me that i should leave due to it being midnight. The objective marker is stuck pointing to Evergreen Mills and the lair in which we teleported from is now blocked so... any suggestions?


0

Share this post


Link to post

Jersey Walrus, was you teleported automaticly to Megaton after speaking with Moira in the cave or you went there yourself?


 


and it looks like Moira didn't receive her end quest package. Now I can suggest you to type



setstage XX0AE252 40

Where XX is the load order of QuestOverhaul. You need to be standing in one cell with Moira.


if this solves your problem, I will move this to gamemode block so code executes 100%


0

Share this post


Link to post

I was teleported after talking to her. The dialogue option  "Let's head back to Megaton, Moira" was chosen and I was teleported automatically after choosing it. I'll try that code right now and see if it fixes it


 


EDIT: typing into the console



setstage XX0AE252 40

where XX is my load placement for FQuestOverhaul (which is 2F) did nothing. I was standing beside moira when I entered in the command too.


 


EDIT to my EDIT: I also tried reloading a save and it did not work either. 


0

Share this post


Link to post
where XX is my load placement for FQuestOverhaul (which is 2F) did nothing. I was standing beside moira when I entered in the command too.

Did console command executed or you got the message that :"command can't be executed"?

 The code in this stage is this

if Moirabrownref.getrestrained ==1

Moirabrownref.setrestrained 0

endif

MoiraBrownref.addscriptpackage aaaquestFFMoiraS40

So Moira should start dialogue with PC.

 

I hope you're getting your load order from console spam(message that appears in console every gameload), not from FOMM or NEXUSMM because they give you the wrong load order

 

Also try making her talk to you directly. Click on her and type

addscriptpackage xx0B32EC

PS. And if addscriptpackage doesn't work too, type 90 instead of 40

setstage XX0AE252 90

This should help for sure, you'll just miss Moira's dialogue.

0

Share this post


Link to post

Yay! The addscriptpackage command made it work. Awesome. Now what about the condom dialogue option? Is that just more collectable stuff I can loot for her or is it something I can choose for some funny side stuff?


0

Share this post


Link to post

That's strange that setstage didn't work. But anyway it's nice to hear that everything's wotrking for you.


 


Condoms are pretty simmilar to lipstick(You get exp for them if I'm not mistaken).  You will find it on dead raiders. BUT if you don't want it to appear at their bodies, you can always say to Moira that you're tired of gathering them.


0

Share this post


Link to post

So they're just there for extra XP gain?


0

Share this post


Link to post