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bbstrobls donlemmonade mogomra

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bbstrobls

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  1. bbstrobls
    bbstrobls
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    Known Issue: Seagraves Holmes sometimes doesn't show up at his store Rivet City Supply. This is a verified vanilla bug all the way from Fallout 3. Both him and Vera got some wacky ai that sometimes they wander off can even be found as far as Project Purity. Look for him in the Weatherly Hotel he might be stuck in that cell or use "0601e750.moveto player" from the console to teleport him to you.
  2. TheUncleG
    TheUncleG
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    Unfortunately this mod causes Crashes to Desktop on TTW 3.3.3 - shame, I was really looking forward to using it! Will track it in case there is a future update
    1. KuniBlackfate
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      There are 2 broken refs under cell/block 5/sub-block 9 that you can fix easily in fnvedit.  I was about to begin my yearly playthrough when I noticed TTW was updated.  Took me much longer to find out this mod was the culprit crashing my game and 35 seconds to fix it.  It no longer crashes at game launch and I don't expect any issues.  Cheers.
    2. TheUncleG
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      Dude. Thats huge. Thank you!!!
      How do I fix it once I am in cell/block 5/sub-block 9 ?
    3. KuniBlackfate
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      If you are new to FNVedit, under "persistent" you'll see two yellow lines with "errors" in the name column. Click on the first one and you'll notice the "Base - Name" is broken.  Just drag (with left click) the data from the TTW plugin ("door" something) to the one from this mod.  It'll overwrite the broken one with the data from the TTW plugin. Repeat for second line, save and you are done.  Cheers.

      edit:  just make sure you don't overwrite anything else.  Can't remember for sure but there are likely other things altered in these lines that must remain altered for this mod to work properly.  Just fix the "Base - Name" lines.
    4. TheUncleG
      TheUncleG
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      You went so far out of your way to help a stranger. You are the man. Got it working perfectly now. +250 Karma

      THANK YOU!!!
    5. KuniBlackfate
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      You're welcome
    6. roesingape
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      Can confirm "There are 2 broken refs under cell/block 5/sub-block 9 that you can fix easily in fnvedit".

      For the less initiated - Open fnvedit, select all, filter for errors, navigate to ttw rcm - cell - block 5 - sub-block 9 and select the green/yellow highlighted records until you find the two that say 'error couldn't find some s#*! and resolve' in the right panel. drag the adjacent block that's under plain ttw over on to the block that's under ttw rcm.
  3. Darkydark1234
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    Seems like it was a good mod but as it stands today, this mod paired with a large modlist doesn't seem to work and crashes my game immediately upon starting it up. Might be incompatible with TTW 3.3.3+.
    1. GBHHornswoggler
      GBHHornswoggler
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      I'm also finding this causes a CTD before the main menu in TTW 3.3.3b. That's unfortunate - I've used this mod for several playthroughs (I think 2.94, 3.2 and 3.3.2), and it added a lot of life to Rivet City.

      bbstrobis, hope you're still out there and interested in updating this mod. I'd hate to lose this one for good. Either way, thanks for all the work you put into this in the first place - it's greatly appreciated.
    2. KuniBlackfate
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      quick fix see my comment in next post
  4. ZoeyTehSobble
    ZoeyTehSobble
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    keeps making my game crash starting up
  5. Bayrain
    Bayrain
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    Ah the mod needs to be updated for 3.3.3 TTW
  6. DeepEuphoria
    DeepEuphoria
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    Hey bbstrobls, I just wanted to say a big thank you, to you and the OG mod devs.

    I've just started playing FNV again for the first time in over 8-years, well TTW to be exact, I've just got to Rivet City for the first time and got the sudden underwhelming feeling that I remember from playing the game all those years ago.
    It's a good place to visit but it's not great, so this mod is a very welcome addition.

    I've only been playing with your mod installed for about 6 hours but I spent the vast majority of that time in the marketplace so I wanted to give some feedback, no issues just a few observations.

    ► Compatibility with TTW 3.3 - I saw some comments and discussion about incompatibility and CTD with TTW 3.2/3.3, I was a bit hesitant to install it when I read this but thought I would give it a try and just keep a save game backed up in case I have to remove it and roll back to an old save.

    I'm running the latest 3.3 update, as said, I'm only half a dozen hours in with your mod installed but I spent 95% of that lurking around the market, and no I'm not embarrassed about how much time I actually spent sitting and walking around people/NPC watching, I was doing it for research purposes so it's fine and I don't know why you brought it up! 😏
    Anyway, my point was I spent a good 5 hours lurking around the market popping in and out and didn't experience any crashes or issues. If I do at some point I'll report it in case it helps.


    ► 3 very minor things I noticed, which you're probably well aware of and I'm pretty sure 2 are unavoidable.

    •  FPS drop in the market, I'm sure this is unavoidable. Normally I'm at 100-165fps in the market but I drop to 50-80fps now, it's a big drop but still well worth it though. Even if I was stuttering around at 30fps I'd still keep the mod installed.

    • The dialogue early in the game is repetitive anyway, people not sleeping because of the noise, the fight in the Muddy Rudder, and the shooting going on nearby... blar blar... normally this is repetitive but with a bunch of extra NPCs it seems to be turned up to 11, you can hear the same lines getting repeated what feels like 5 separate times around the room simultaneously. Another one that I think is likely unavoidable.

    • Some of the new market stall owners seem to have a bit of weird pathing issues.
    For example, they will be standing in the middle of their own market stall and instead of taking a few steps forward to the front of their stall, they will walk out the back, around into the neighboring stall, walk straight through and out the front, and turn back to theirs to get to the front of their own stall. I hope that makes sense.

    ► Finally... What is Jerome stealing from Flak and Shrapnel next door? Seriously, Jerome is a thieving little bar-steward, I've watched him walk into the F&S stall next door and he keeps picking things up and you hear the inventory noise of him pocketing something.
    I've got my eye on him -_-

    Overall, a genuine big thank you, it really does add something to Rivet City. Appreciate you taking the time and effort.

    P.S. If you know of a TTW mod that adds a buyable player home in the ship, please let me know as that would complete the Rivet City for me, sadly the only player home I'm aware of for TTW in the ship there are no requirements to unlock it or buy it, you just get it and I hate that.
    1. cpatalic
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      I saw that player home too. A shame cause the esign looks pretty good. Not too big, not to ocluttered etc etc. But no requirements so its unbalanced, and I heard there are other bugs that from it that affect rivet city. 
    2. Adviser69
      Adviser69
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      The "TTW Interiors Project" has "D.C. Interiors Project - Room with a View" merged into it, which adds a player home to Rivet City. Hope this fulfills your desire for being a Rivet City resident.
  7. MarcelloITA
    MarcelloITA
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    This mod seems to work with TTW 3.3, even "TTW Town Stores" seems to work...
    1. laclongquan
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      Are you certain?

      I am currently  CTD getting to the marketplace in TTW332. Even at night where it's fewer people, not working~ Uncheck the mod and getting there is fine. So I have to temporarily uncheck it until a solution is found.

      I am uncertain if it's esm not working with TTW332 (xedit quick clean or conversion script doesnt show anything strange), OR simply because of load order (70 mod). So need some confirmation here
    2. bbstrobls
      bbstrobls
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      I was also getting CTD with my own mod. I investigated it and I found if you just teleport to RivetCity without following the required FO3 quest path, some actor refs never become enabled causing some scripts to CTD. The issue for me goes away if I start again the game and enter Rivet City when  and how I'm supposed to according to the game.

      TO make matters worse I think it might be a TTW  FNV engine FO3 script issue that seems to be somehow triggered by this mod since it changes navmeshes and inadvertently alters paths of some actors .
    3. laclongquan
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      For your reference, I was CTD when entering marketplace properly (since I fear of too early access to many stores).

      I am betting on TTW33x has changed navmesh. For one thing, the upper deck mid cell was changed around the entrance to science lab.

      On a side note: I was getting to RC for the 1st time but Harkness doesnt stay at the bridge head to greet me as F3, or even TTW32x. He was in the RCTower going down and greet me when seeing me. So yeah, I am guessing there's some conflict in packages and other scripts. Strangely enough TTW forum report that they have Harkness behave properly. I suspect Fafnir better unique mod, as that mod delete 4 packages of Harkness, but no confirmation on that suspicion.
    4. cpatalic
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      Could you break this down a little, what exactly needs to be done before arriving in Rivet city?
  8. spectre884
    spectre884
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    Is there a compatibility patch with 3DNPC for Fallout 3?
    1. EnclaveReformist
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      +1 i would love a patch as well 
  9. hamletsdead
    hamletsdead
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    Just FYI with 3.3.2 one of the vendors (sorry, forget his name) loses all the shelves in his store. The goods are still there -- floating in the air. Removing the mod returns the missings shelves.
  10. pressure68
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    Everything seems great in TTW 3.3.2, thank you so much!
  11. DeepEuphoria
    DeepEuphoria
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    Deleted because nexus keeps destroying the formatting