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  1. Woooombat
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    Recent Updates


    2.1.46:

    • Fix: YUP resetting Titans changes on dialogue idles, causing some non-power armor (like Metal Armor) to be using power armor dialogue idles and vice versa
    • Fix: Animation and sound desync issues that came up when the mod is used with kNVSE 30+
    • Fix: Added Van Graff Laser and Plasma Rifle to one-handed weapon list
    • Added more H2H weapon nodes for switching models (Modder's resource)

    2.1.45:

    • Fix: Titans version of the Sierra Helmet not being considered as In Shining Armor protective eyewear
    • Fix: Increased item health being unintentionally applied to Broken Power Armor and making it wearable
    • Fix: Launcher weapon visible in Pip-Boy menu after switching to it the first time
    • Fix: The Titans parts of a launcher weapon being visible briefly when
      switching to the weapon while weapon is drawn in 3rd person
    • Fix: Misaligned ammo when reloading the sniper rifle (kindly provided by SHAD0WC0BRA

    2.1.44:

    • Fixed footstep camera shake overwriting camera shakes caused by explosions, if the disable explosion shake setting isn't active
    • Added support for Enhanced Locomotion
    • Expanded "Sprint Camera Shake" feature to cover regular footsteps and added additional MCM option (For Enhanced Locomotion)
    • Fixed head size desync that can occur under certain conditions, like when
      taking off or putting on power armor multiple times in the inventory while weapon is drawn
    • Fixed missing 1st person Pip-Boy when loading a save that doesn't have power armor equipped

    2.1.42:

    • Updated code (and possibly fixed issues) on the INI and Pip-Boy MCM menus
    • Fixed missing exhaust smoke effect in the back of Red Glare
    • Fixed some issues with Pip-Boy 2000 MKVI

    2.1.41:

    • Added compatibility with Project Reality Footsteps when using contextual sounds
    • Fixed MCM default button not working on value scales
    • Minor optimizations

    2.1.40a:

    • Reverted file path changes to unbreak compatibility with animation patches

    2.1.40:

    • Added 1st person animations to Launcher Animation Set
    • Added 2HR Small Rifles animation support for TTW Combat Shotgun (ReloadD/JamD)
    • Synced sprint footstep sounds with latest version of Enhanced Movement (1.22)
    • Moved all improved armor stats to an external ini file "Config\TNW_Titans_ArmorValues.ini" for easier customization
    • Fixed Pip-Boy being visible and clipping through arm in 1st person upon loading a save
    • Fixed some Pip-Boy issues when exiting repair or item mod menu
    • Fixed right hand size being larger after unequipping H2H weapon in 1st person
    • Improved the transitions of some movement animations
    • Removed the pointy needles on the upper arms of Remnant Tesla armors in 1st person
    • Filled in the see through holes in the area between the gloves and the bracers of Remnant armors in 1st person
    • Some minor bug fixes and optimizations

    2.1.39:

    • Fixed animation sets causing 1st person sliding fix in Enhanced Movement to be non-functional when a weapon of an animation set is drawn

    2.1.38:

    • First person power armor arms are replaced with non-Titan models to address various long standing obstruction issues (Titans of Steel)
    • Contextual footstep sounds no longer play during melee power attacks in 1st person
    • Increased the volume of footstep sounds on hollow metal terrain slightly
    • Movement animations now update properly when switching off of or to a minigun/launcher weapon in 3rd person
    • Adjusted the scaling of Ballistic Fist
    • Set the correct icon for the Scorched Sierra Power Helmet (For ySI - Sorting Ycons)
  2. Woooombat
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    Bug Reporting
    Before you file a bug report, please do your own due diligence. Check the mod description and troubleshooting sections to see if the problem is addressed. If unsure about the cause of the issue, do an isolation test to confirm that this mod is indeed the cause. If so, then explain clearly what the problem is, be specific, provide me a clear method to reproduce the issue, and tell me which mod manager you're using.

    Any bug report that does the following:

    • Failure to provide the bare minimum of information explained above
    • Vagueness and non-specificity
    • Any indication that the user hasn't even read the description/sticky
    • Reporting problems unrelated to this mod like not installing the mod/requirements correctly, mod incompatibilities, and issues of other mods
    • Hijacking the bug report section for non-bug related inquiries like asking questions, feature requests, suggestions, etc
    • Worthless one lined reports saying nothing but "this don't work"

    Is instantly ignored without any explanation, as everything is already provided here.


    Problems Related To Vortex
    Spoiler:  
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    Vortex has been the common denominator for a lot of the strange problems reported here. Many were magically fixed when the user switched to MO2. Why is that the case, I have no idea. I have never used Vortex ever, nor do I see the point, especially as somebody who dabbles in mod making.

    This mod and all of its basic features have been tested to death at this point. I've had this mod activated for a very long time, since even before the day of release. I have went through countless of load order rearrangements, switching back and forth between NV and TTW, adding and removing mods, testing different things, etc, and not once, did this mod ever break or malfunction, except the few occasions when I knowingly paired it with incompatible mods.

    What you do with this information is up to you. I'm just putting this out there. If you're on Vortex and the mod doesn't work or something weird happens, all I can say is it's either an user error or Vortex itself. If you're having trouble setting up the mod properly, look into the Vortex help desk and tutorials. If you believe the problem has something to do with Vortex itself, maybe switch to MO2. Either way, you're on your own and I can't help you any more than this.

    Troubleshooting

    Spoiler:  
    Show
    "Everything works except the animations"
    Most likely caused by 3rd person movement animations overhaul. Despite the claim of compatibility by the author, the two mods have never been compatible, ever. The author went out of his way to build the "patch" off of an outdated Titans JSON. Even on the release day of his mod, it was already outdated by 4 months. It does nothing but breaks the animations in Titans, and has since day one. The Frozen Movement mods are also known to cause the same issue.
    April 23th, 2024 Update: It has been brought to my attention that the mod has been updated with a new patch. Hopefully it's the real deal this time, that's all I can say.

    "The minigun iron sight animations don't work even though the mod option is on"

    Issue in xNXSE 6.3.0. Update Titans to 2.0.60a+ and/or update xNVSE to 6.3.1+.

    "Everybody is holding an invisible minigun in my game"

    Something is set up wrong or installed incorrectly on your end. Make sure all of the hard required script extenders are installed and up to date. Make sure the main Titans mod .esp plugin file is activated.

    "The launcher weapon grip is missing in 3rd person, making it seem like the weapon is floating under the arm."
    Mesh is overwritten by another mod.

    "The mod requires both JVS and JAM"
    It doesn't. Disable the unnecessary plugin files.

    "NPCs wearing salvaged power armor are holding their minigun upside down"
    Issue in xNXSE 6.3.0. Update Titans to 2.0.60a+ and/or update xNVSE to 6.3.1+.

    "Such-and-such armor is still the default model but everything else like the scaling and animations are working"
    The Titans models are overwritten by another mod. Make sure Titans is loaded AFTER these other mods that contain power armor models.

    "My glove keeps disappearing"
    Uncheck the "Hide Pip-Boy Glove" option in the Titans MCM menu, under the Pipboy tab.

    "When I open pipboy, the screen is blocked by my power armor"
    Make sure all of the hard required script extenders are installed and up to date. If everything is up and running, and you're loading a save where the character hasn't a pipboy equipped, as in you were using some sort of pipboy hider, then check the "Enable Pip-Boy Integration" option or
    click the "Reset Pip-Boy" option in the Titans MCM menu, under the Pipboy tab.
  3. TheHaggisBasher
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    was gonna do a bug report but then i read the pinned message but ive been having problems with the one handed models for the red glare and SMMG for a while and i dont really know if anyone else is having it i think the main problem that is causing it on my end may be WMX so what im trying to say here is will there be any chance for an update that makes this and WMX compatible?
    1. Woooombat
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      Looks like incompatibility with WMX.
    2. TheHaggisBasher
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      damm :( so no patch?
    3. Woooombat
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      I'll look into it. If it's not too much of a hassle.
    4. TheHaggisBasher
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      from all i can tell WMX changes and adds like 3-4 things onto the models so it shouldn't be too much
    5. TheHaggisBasher
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      yo this getting done? :(
    6. Woooombat
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      Nope, not working with non-open mods.
    7. TheHaggisBasher
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      no worries then man though i hope you get around to it at some point at least you respond quicker than Gajin support does 🤣
    8. roomerro
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      Would it be possible to fix on our end or is it a hard coded issue?
    9. TheHaggisBasher
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      its just a bug with WMX and the SMMG model cause i think WMX changes the default model slightly so it doesn't use the one handed model 
      edit: i just realised what wombat was talking about ill leave it at that then cause I forgot about the owner being overprotective of the mod
    10. Woooombat
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      Yes, it's possible to address it on your end but you'll have to figure it out on your own. I'm not spending any time on this.
    11. syliviaen
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      what kind of problem do you have, is it unplayable or a minor issue? And if you've fixed it can you please send me the patch or tell me what to do? :')
  4. Noxenyt231
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    Does anyone know why the T51 gloves look black and small? They don't have knuckles.
  5. RayVeee
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    Is the gameplay features balanced? wanna enable it, and does it apply to power armor NPCs?
    1. corruptedpsyche71
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      If you're talking about the gameplay additions that was added and can be enabled in the ini or mod settings menu than the answer would be subjective. It does boost the viability of power armor by making it more distinct than regular armor but if you're like me and prefer the balancing of the vanilla game or JSawyer balancing, then I would recommend not enabling that option, or just ticking a few things you like.
      Though bare in mind that most changes with this mod are visual.
    2. GasMaskZombieRawr
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      Balanced or realistic? Almost everything is customizable. So go with what you feel is balanced. That's what customizable settings are for.
  6. Krptique
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    I apologize if this has been talked about previously and has been resolved, but does anyone have an issue where their game crashes after shooting at an Enclave Soldier? I'm doing the Waters of Life Quest and it was fine beforehand, but as soon as I go down the tunnel to escape The Enclave and I shoot them, my game crashes.
    1. GasMaskZombieRawr
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      Doubt it has anything to do with this mod.
  7. ThuPotato
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    Is the mod discontinued?
    1. GasMaskZombieRawr
      GasMaskZombieRawr
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      Finished is a more accurate word. 
  8. Discoordination123
    Discoordination123
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    I LOVE THIS MOD. But..... Why do I run faster in 3rd person while in armor than in 1st person? I have enabled and disabled every single movement mod. Nothing is conflicting it. 
    1. GasMaskZombieRawr
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      Use the Just Assorted Mods or Just Sprint mod. You can change the settings to make it run faster or slower in 1st or 3rd. Probably some settings inside Stewie Tweaks mod as well.
  9. THEC0RIER
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    I wanted to know if anyone knows how to only get the animations and size difference from this mod? I love the animations and such but I really dislike how the armor itself looks. I am using PAVE and placing it below in my load order and it does what I want for the most part, giving the cool animations and extra height to my character while using the fo3 and NV style power armor but I noticed later in my play through that the NCR salvaged power armor still uses Titans of the new west model, Is there a way I can either remove the model or make it classify as regular armor instead of power armor to get rid of the bulky armor on the NCR heavy troopers?

    TLDR: I want animations and Height, Not the giant armor
    Thank you!!!
    1. GasMaskZombieRawr
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      Then this mod is probably not for you. The main draw is making Power Armor more like it was in the old games. Hence, Titans of the New West. 
  10. syliviaen
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    Is a wmx compability patch possible?
  11. TheBreadBringer
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    Something keeps overriding the third person weapon animations for my companions whenever I change cell.

    I've ruled out 3rd Person Movement Animations Overhaul, and WAR Mix as being the culprits.

    Neither the PA-specific weapon animations nor the sounds work when I transition to another cell. Anyone got a clue what might be causing this?

    Edit:
    Found the solution! JIP CCCs Manage Equipment setting was the culprit.
  12. starburner1
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    Is there a way to make the animations work with T60 Pistol mod?