Please don't waste my time posting reports while running other mods! Mod conflicts is not this mod's problem! I won't look into your bug reports if you don't follow these rules!
Bug Report Rules:
English version of the game
Latest current version of this patch
You started a new game with no other mods running counting out conflicts
Bugs only involve this patch and the base game
Go into console by pressing `
Click on bugged item
Note & report the FormID number displayed at the top
Take screenshots
Unacceptable Bug Reports:
Older versions of this patch
Involving other mods
Involving mod manager issues
Installation user errors
Non-English version issues
If you followed these directions and you actually found a bug, I'll look into it. Pretty please with a cherry on top try to post comments here involving this mod.
I want to thank hairylegs for taking the time to do the monumental effort of back porting the years of work we've done on TTW to Fallout 3 (sans our changes for other reasons). He's done an amazing job and a thing I myself did not want to do as it's enough working keeping TTW up to date. Rest assured we will continue to work together to bring fixes to both Fallout 3 and TTW.
I hope you enjoy all the work we've done, from scratch to make Fallout 3 the best it can be.
I only ask that you be respectful to him and us, if you find something you don't like or disagree with. The amount of work here is in the 10s of thousands of hours and everything was considered carefully. Enjoy!
Step 16 in the Installation Instructions to start a new game is there for that reason.... along with many many other reasons. So please follow that step! I'm tired of seeing users not following instructions and posting this same "bug" over and over and over again in here lol.
This includes upgrading from previous versions as well. Each version depends, but better to start a new game each time upgrading.
This isn't strictly an issue with this mod, since it's an incompatibility, but the changes this mod makes to Rivet City's layout don't play nice with the classic Dtoms Rivet City Apartment mod. Mostly it's fine, but the new door to the science lab down some stairs from the upper deck is misplaced.
The door still functions, but it's embedded in the wall of the staircase, higher than usual and pushed backwards. Do you have any idea what could cause it to offset like that? Nothing else on that deck changes unexpectedly, it's just that one door, and this is the first time I've had anything conflict with Dtoms' mod. I would like to make a patch or something to make the two mods compatible, but I don't even know where to start with things like this.
EDIT: I also found that a few people around Rivet City were behaving strangely and missing clothes, despite starting a new game with the latest version of UUF3P, but considering I'm running 140 mods I'll assume it's something else to blame.
I'm not sure why, but after installing this mod, I can’t level up. My XP is stuck at 750/550, and the level-up screen won’t trigger.
I tried installing the Command Extender, but it says I need FOSE v1.3 b2. The problem is, I can’t run the game with that version. I also tried patching with the Anniversary Mod, but that didn’t work for me either. Right now, I’m stuck using FOSE v1.2 b2. (wchich the command extender wont work, therefore without the unnofficial mod)
Has anyone found a fix for this? Any help would be appreciated!
Heya! I wanted to double check that this null reference is intended? I was just going through a custom merged patch when I noticed this as a conflict. Were you guys intending to remove the lighting template? Haven't seen that done before so just wanted to make sure! Keep well!
Gotcha, thanks a ton! I always forward all changes, but this was one I hadn't seen before so just wanted to make sure xEdit wasn't acting up! Also thank you for the continued support, after all these years, this, and Goodies, is a blast coming back to!
Version 3.3 changelog: "Reverted all changed colored radiation suits back to vanilla and moved them to Goodies (from TTW)" The helmets do not have transparency in vanilla, the added transparency is still present in the UUF3P meshes bsa (radiation suit, advanced, and enclave scientist)
i get that some people like this but this is definitely an out-of-scope change
Actually, turns out it was a texture fix from TTW. The texture's alpha flag wasn't enabled. Someone a long time ago asked this same thing in these comments and I had to search Discord for the TTW answer back then.
This "patch" does feel more like a mod now and conflicts with bunch of old mods and stuff. Is there simpler mod that just does important bugfixes with minimal entries to anything else? Unless the required ESM Patcher was exactly that? Just essential fixes
Any mod like this that fixes bugs will inevitably touch a lot of parts of the game. This should be as high as possible in your load order, so it doesn't conflict with your mods - however, this does mean that your mods will cancel out the fixes, depending on what records they edit.
It's just some of the stuff this "patch" does is downright revisionist, like first thing I noticed is moving preacher inside the church which clearly wasn't a bug, he was put in front of the bomb by designers. People looking into fixing bugthesda game, find this mod which does a lot more... not everyone will agree with this
ESM Patcher is only fixes and doesn't restore/fix cut content.
What BIGMOISTENER said is also explained in the Description Page - Conflicts paragraph.
Changelog v3.4.9
Fixed/Restored Confessor Cromwell to do 4hr sermons inside the Church (unused routine, needed fixes, and some scripting)
It was an unused routine that he only does 4hrs a day in the Church. The rest of the time he stands at the bomb, and another sleep routine. Looked like to me the developers didn't have time to implement that since the podium in the Church was being used by no one.
Any other concerns you can ask, but are probably already answered if you read the Description Page and changelog.
Hello , i never played fallout 3 before only vegas and i installed this mod , how would i know if i installed it correctly ? ( i cant tell by playing )
Hello, I am trying to mod Fallout 3 however when I install the ESM Hotfix it doesn't seem to work, there is no ESM Hotfix I can find since the the only one available is 3.3.6 and this patch’s version is 3.4.9, is there any way to fix this?
Uh yeah you use the new version.... Not old versions. That ESM hot fix was no longer needed ages ago. Also if you don't want to use the newest version, than you're on your own I'm afraid. I only support newest current versions of my mods
Understandable, however when I run the mod just by itself my menu buttons are invisible and there's no way I can fix it unless I disable the mod, is there a mod that interferes with this that makes the inputs invisible?
Everything worked fine, but the Protectrons only make passive melee attacks, and the hostile robots run away without attacking. Disabling this patch restores normalization. My game is GOG version. Of course, I followed all the requirements and installation instructions.
7648 comments
Bug Report Rules:
- English version of the game
- Latest current version of this patch
- You started a new game with no other mods running counting out conflicts
- Bugs only involve this patch and the base game
- Go into console by pressing `
- Click on bugged item
- Note & report the FormID number displayed at the top
- Take screenshots
Unacceptable Bug Reports:
- Older versions of this patch
- Involving other mods
- Involving mod manager issues
- Installation user errors
- Non-English version issues
If you followed these directions and you actually found a bug, I'll look into it.Pretty please with a cherry on top try to post comments here involving this mod.
I hope you enjoy all the work we've done, from scratch to make Fallout 3 the best it can be.
I only ask that you be respectful to him and us, if you find something you don't like or disagree with. The amount of work here is in the 10s of thousands of hours and everything was considered carefully. Enjoy!
-TTW Team
Step 16 in the Installation Instructions to start a new game is there for that reason.... along with many many other reasons. So please follow that step! I'm tired of seeing users not following instructions and posting this same "bug" over and over and over again in here lol.
This includes upgrading from previous versions as well. Each version depends, but better to start a new game each time upgrading.
Please do not flood this comment section about this. This is a mod manager issue and has NOTHING to do with mod author's fomods.
The exception that is thrown when there is not enough memory to continue the execution of a program.
What to try:
The door still functions, but it's embedded in the wall of the staircase, higher than usual and pushed backwards. Do you have any idea what could cause it to offset like that? Nothing else on that deck changes unexpectedly, it's just that one door, and this is the first time I've had anything conflict with Dtoms' mod. I would like to make a patch or something to make the two mods compatible, but I don't even know where to start with things like this.
EDIT: I also found that a few people around Rivet City were behaving strangely and missing clothes, despite starting a new game with the latest version of UUF3P, but considering I'm running 140 mods I'll assume it's something else to blame.
I tried installing the Command Extender, but it says I need FOSE v1.3 b2. The problem is, I can’t run the game with that version. I also tried patching with the Anniversary Mod, but that didn’t work for me either. Right now, I’m stuck using FOSE v1.2 b2. (wchich the command extender wont work, therefore without the unnofficial mod)
Has anyone found a fix for this? Any help would be appreciated!
You need FOSE v1.3. You need Command Extender. If you don't these installed, of course your game won't work properly. Why can't you install FOSE 1.3?
FOSE has never worked for me period despite doing everything perfectly, but this fix worked and made v1.3b2 work even.
The helmets do not have transparency in vanilla, the added transparency is still present in the UUF3P meshes bsa (radiation suit, advanced, and enclave scientist)
i get that some people like this but this is definitely an out-of-scope change
Your best option is to use F03Edit and resolve the conflicts, it's fairly easy to do.
https://www.nexusmods.com/fallout3/mods/637
What BIGMOISTENER said is also explained in the Description Page - Conflicts paragraph.
Changelog v3.4.9
It was an unused routine that he only does 4hrs a day in the Church. The rest of the time he stands at the bomb, and another sleep routine. Looked like to me the developers didn't have time to implement that since the podium in the Church was being used by no one.
Any other concerns you can ask, but are probably already answered if you read the Description Page and changelog.
(nevermind I got it to work)