As of July of 2023, I am no longer running Freeside Open, as the mod simply causes too many problems. It nearly broke a 40 hour TTW game, causing immediate crashes to desktop upon exiting the UltraLuxe after completing the White Glove Society quest (I realize the UltraLuxe is located on the Vegas Strip and NOT in Freeside, but after painstakingly disabling each mod I was running, one by one to see what was causing the problem, the crashes were being caused by Freeside Open)
A HUGE THANKS goes out to Sandbox6 for his mod, "Freeside Open Remover", which provides a safe way to remove Freeside Open without completely breaking your save file. https://www.nexusmods.com/newvegas/mods/59514
I will leave this mod available as a "Quality Of Life" mod that enables the player to use the Lucky38 Console to warp straight to the Train Station and back again. I realize there are other mods out there that essentially do the same thing, including one that allows the player to use Pip-Boy menus, but I like the more immersive feel of using a console as opposed to simply using menus, which the author does describe as a "cheat" mod. With that being said, it's my humble opinion that running Freeside Open just isn't worth it anymore. It breaks everything, and long games with lengthy saves are put at serious risk. If you come across this mod experiencing the same problems that caused me to uninstall Freeside Open in the first place, I recommend you do the same for the sake of your save files. Good luck!
This is a great idea for a fix, but I can't seem to get your mod to work (there's no terminal). I've never modded before but I assume your mod conflicts with TTW Interiors, and if it is do you plan on making a patch of sorts? In case ttw interiors isn't the conflict here's my load order -
Fallout NV, DeadMoney, Honest Hearts, OldWorldBlues, Lonesome Road, GunRunners Arsenal, Fallout 3, Anchorage, The Pitt, BrokenSteel, Point Lookout, Zeta, CaravanPack, ClassicPack, MercenaryPack, TribalPack, TaleOfTwoWastelands, YUPTTW TTWInteriors_Core TTWInteriorsProject_Combo Project Nevada - Core FreesideOpen NVStripOpen (the last esm) Universal Item Sorter LootMenu DarNifiedUINV (this only affects hud and stuff, shouldn't conflict) The Mod Configuration Menu CASM with MCM TTW_PNxC (a custom patch from IDEK on the ttw website for project nevada core and ttw, shouldn't conflict) Nevada Skies FreesideOpenPatch (a main file for freeside open) freesideopendebug (optional file for freeside open) FSOmusic (optional file for freeside open) StripOpenMain Union Station Online Booking (your mod) (I also installed collision meshes although it doesn't have an esp. Thank you in advance for reading this.)
Can you be more specific? There's no console where? Inside the Lucky 38, or inside Union Station??? Unfortunately, I don't use TTW Interiors, so if that mod changes the location of the consoles inside Union Station or inside the Lucky 38, that could be the reason why, but that wouldn't make sense. Otherwise, how does TTW Interiors allow you to purchase the train ticket back to the Capital Wasteland?
There's no console inside the Lucky 38, I haven't been to the union station yet (because I have freeside open and I can't access the console and use coc commands). and I suspect TTW Interiors conflicts because it can change the player homes (like themes that change or add furniture and change the look of the walls).
First just wanted to say thanks! Thank you, Thank you, Thank you! I genuinely don't have the slightest clue why the Freeside Open patch that supposedly works fine for everyone, doesn't work for us.. I spent the last hour troubleshooting various different things, from load order, to previous versions of Freeside Open, to using Mod Organizer 2, to FOMM, to manual install, but the patch i downloaded from that thread in the 3.x mod releases board doesn't work, and the 1st post with the original link to the original patch left by RoyBatty is dead. On old posts around various sites there's just "works fine for me", and "no i don't think there's a patch" but never any actual discussion and troubleshooting. It's funny i even came across two old post left by you TheRighteousFist on the Freeside Open mod page, and the TTW board itself! Hence why i am here since ya left that link on TTW.
Just a thought TheRighteousFist you might want to add something like "Freeside Open Workaround" or something like that to the title of your mod. It would make your mod a mouthful, but it would help with search algorithms like google, and the nexus search bar. If it wasn't for that link you left on the TTW boards i wouldn't have found your mod. Anyway thanks again. Live long and prosper and all that.
Thank you for the sincere reply, and you're welcome! Most of my mods are centered around solving some issue I've experienced in my own game play, and then designing a solution that preserves the immersion and doesn't take you out of the game. I'm glad to see that this is working for other players!
Like you, I was also frustrated by the vague replies on the forums, and the links that didn't work. I guess this game has aged to the point that there are no solutions still available for some of it's problems, so I had to devise my own. I just wish people would read and stop posting that same link that doesn't work in my comments. Obviously, if those former patches would have worked, I wouldn't have had to create this mod. But at least it's here now.
Also, I took your advice and changed the title of the mod, adding in the words, "Freeside Open Workaround for TTW", so hopefully that will assist other players in finding it more easily should they encounter the same issue. I'm glad it's helping people.
That mod requires lots of additional mods to run. ST Robot Race, Sortomatic, etc. For anyone NOT running those mods, they can use this mod as a quick fix for the compatibility issue between TTW and Freeside Open. One mod, one solution, instead of having to install literally three to four other mods. Or, they can always just use both.
Oh? Did this mod work for you? A few people in the comments have been linking me back to the patch that didn't work for me, and I swear I can't have been the only one that ran into this conflict. So, I decided to upload it anyway just in case someone out there needed it!
Here is a TTW - Freeside open compatibility - all merged into one .esm https://drive.google.com/file/d/1pnsiD6V-HodVuhGPVFCphoi5YJd3_z1_/view. I found it here: https://taleoftwowastelands.com/viewtopic.php?f=55&t=6891 by deathdealer32.
It didn't work for me. I explained this in the mod description . . . in other comments . . . and even included pictures in this mod showing what happens when I use that file. AND, I'm the last comment on that very thread.
I am glad that someone is making compatibility patches for these two mods, because Freeside Open has been a part of my load order for so long, I can barely remember what the vanilla version is like...but I have recently started using TTW as well.
I have only one concern however: what happens if you are newly-arrived to the Mojave from the Capital Wasteland, and thus don't have access to the Lucky 38 yet? It would be a bit strange to be teleported there given that it's supposed to be a closed-off building...(I will mention I haven't gotten that far so I haven't actually experienced travelling between the two wastelands)
Good point. I was so focused on creating an in-game solution to the problem that I hadn't thought of that, because obviously my character was way beyond that point. I'll have to do some testing when I'm back home and see what happens with one of my vanilla Fallout 3 characters.
"I have only one concern however: what happens if you are newly-arrived to the Mojave from the Capital Wasteland, and thus don't have access to the Lucky 38 yet? It would be a bit strange to be teleported there given that it's supposed to be a closed-off building..."
So, when I went to test this, I realized that what you are suggesting actually can't happen. The TTW modders scripted the beginning of Fallout New Vegas into your arrival into the Mojave Desert from the Capital Wasteland, meaning you <SPOILERS AHEAD> . . . . . Actually still wake up at Doc Mitchell's House, and DON'T arrive at the train station. So, you cannot teleport your way into the Lucky 38 before it's time. But thanks for asking the question anyway. Now we know everything still works as intended.
This is neat and a great alternative solution to this issue, I've been using the patch made by Roy for a couple months and it works perfectly as well. https://taleoftwowastelands.com/viewtopic.php?t=6891
That's what I was referring to when I said there was a patch that had since been deleted or lost. (EDIT - My mistake. I just now noticed that the link was posted incorrectly, and further down in the comments someone fixed it)
For some reason that patch just doesn't work for me. Could it be for a previous version of Freeside Open? When I return home, I'll upload additional photos showing what my game looks like when I'm using the patch linked in the forums. Could you do me a favor and inbox me photos of what your game looks like with the patch working? Because I've tried every Freeside Open patch available, and they either lead to invisible doors, or infinite loads.
I uploaded an additional photo showing what happens when I use Roy's patch. Not sure what the conflict might be, but I tried every patch I could find with identical results. I get invisible doors, hence the reason why I created this work around. Here is the load order, and if you have any ideas about why the patch isn't working for me, I'm open to suggestions.
Fallout NV Dead Money Honest Hearts Old World Blues Lonesome Road Gun Runners Arsenal Fallout 3 Anchorage The Pitt Broken Steel Point Lookout Zeta Caravan Pack Classic Pack Mercenary Pack Tribal Pack Tale of Two Wastelands YUPTTW Freeside Open Freeside Open Patch (note - tried Roy's Patch with or without the FreeSide Open Patch, no changes) Dead Money Survival Gear (My own Dead Money mod, doesn't affect Freeside, obviously) Fellout Level100PerkPerLevel HJLCompanionsV103 Companions Assemble Dialogue Enhanced (My own multiple companions mod, also doesn't affect Freeside) Instant Aid Healing New Vegas Open Dart Gun Poison Delivery 101 Battle Gear (A private armor mod that doesn't affect Freeside) Night Vision Sunglasses TRF Personal Companions (Another private custom companions mod, that also doesn't affect Freeside)
22 comments
A HUGE THANKS goes out to Sandbox6 for his mod, "Freeside Open Remover", which provides a safe way to remove Freeside Open without completely breaking your save file.
https://www.nexusmods.com/newvegas/mods/59514
I will leave this mod available as a "Quality Of Life" mod that enables the player to use the Lucky38 Console to warp straight to the Train Station and back again. I realize there are other mods out there that essentially do the same thing, including one that allows the player to use Pip-Boy menus, but I like the more immersive feel of using a console as opposed to simply using menus, which the author does describe as a "cheat" mod. With that being said, it's my humble opinion that running Freeside Open just isn't worth it anymore. It breaks everything, and long games with lengthy saves are put at serious risk. If you come across this mod experiencing the same problems that caused me to uninstall Freeside Open in the first place, I recommend you do the same for the sake of your save files. Good luck!
Fallout NV, DeadMoney, Honest Hearts, OldWorldBlues, Lonesome Road, GunRunners Arsenal, Fallout 3, Anchorage, The Pitt, BrokenSteel, Point Lookout, Zeta, CaravanPack, ClassicPack, MercenaryPack, TribalPack, TaleOfTwoWastelands,
YUPTTW
TTWInteriors_Core
TTWInteriorsProject_Combo
Project Nevada - Core
FreesideOpen
NVStripOpen (the last esm)
Universal Item Sorter
LootMenu
DarNifiedUINV (this only affects hud and stuff, shouldn't conflict)
The Mod Configuration Menu
CASM with MCM
TTW_PNxC (a custom patch from IDEK on the ttw website for project nevada core and ttw, shouldn't conflict)
Nevada Skies
FreesideOpenPatch (a main file for freeside open)
freesideopendebug (optional file for freeside open)
FSOmusic (optional file for freeside open)
StripOpenMain
Union Station Online Booking (your mod) (I also installed collision meshes although it doesn't have an esp. Thank you in advance for reading this.)
Just a thought TheRighteousFist you might want to add something like "Freeside Open Workaround" or something like that to the title of your mod. It would make your mod a mouthful, but it would help with search algorithms like google, and the nexus search bar. If it wasn't for that link you left on the TTW boards i wouldn't have found your mod. Anyway thanks again. Live long and prosper and all that.
Like you, I was also frustrated by the vague replies on the forums, and the links that didn't work. I guess this game has aged to the point that there are no solutions still available for some of it's problems, so I had to devise my own. I just wish people would read and stop posting that same link that doesn't work in my comments. Obviously, if those former patches would have worked, I wouldn't have had to create this mod. But at least it's here now.
Also, I took your advice and changed the title of the mod, adding in the words, "Freeside Open Workaround for TTW", so hopefully that will assist other players in finding it more easily should they encounter the same issue. I'm glad it's helping people.
But thanks . . .
I have only one concern however: what happens if you are newly-arrived to the Mojave from the Capital Wasteland, and thus don't have access to the Lucky 38 yet? It would be a bit strange to be teleported there given that it's supposed to be a closed-off building...(I will mention I haven't gotten that far so I haven't actually experienced travelling between the two wastelands)
So, when I went to test this, I realized that what you are suggesting actually can't happen. The TTW modders scripted the beginning of Fallout New Vegas into your arrival into the Mojave Desert from the Capital Wasteland, meaning you <SPOILERS AHEAD>
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Actually still wake up at Doc Mitchell's House, and DON'T arrive at the train station. So, you cannot teleport your way into the Lucky 38 before it's time. But thanks for asking the question anyway. Now we know everything still works as intended.
Fallout NV
Dead Money
Honest Hearts
Old World Blues
Lonesome Road
Gun Runners Arsenal
Fallout 3
Anchorage
The Pitt
Broken Steel
Point Lookout
Zeta
Caravan Pack
Classic Pack
Mercenary Pack
Tribal Pack
Tale of Two Wastelands
YUPTTW
Freeside Open
Freeside Open Patch (note - tried Roy's Patch with or without the FreeSide Open Patch, no changes)
Dead Money Survival Gear (My own Dead Money mod, doesn't affect Freeside, obviously)
Fellout
Level100PerkPerLevel
HJLCompanionsV103
Companions Assemble Dialogue Enhanced (My own multiple companions mod, also doesn't affect Freeside)
Instant Aid Healing
New Vegas Open
Dart Gun Poison Delivery
101 Battle Gear (A private armor mod that doesn't affect Freeside)
Night Vision Sunglasses
TRF Personal Companions (Another private custom companions mod, that also doesn't affect Freeside)
Any thoughts??? ^