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
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)
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:
Show
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.
It it possible to disable the new meshes with a toggle so we can just keep the scaling/animations? I've fixed some of the armors myself with manual replacements but it's extremely slow work to do
You can change the scale factor in the separate TOTNW 2.0 ini file. (config file)
That said, ... why would you want to? If a 1.8 meter tall dude steps into a 400 kg suit of power armor, he should become 2.2 meters or taller. The appearance and physics scale correctly for a man-enclosing full suit of power armor. TOTNW 2.0 also scales your new viewpoint correctly since after donning such armor, ... you now look down at most npc's faces.
Hey I have a question dose the DR work for any of the armors? Because I don’t feel any difference when they are active especially with the 60DR on the remnants power armor I am on very hard difficulty which doubles the damage that is dealt to you but I did the math and with 50 DT and 60 DR a death claw should be dealing 50 damage to the player per attack and I’ve been killed in like 4 or 3 hits at level 30
Enable the extra resistance in the MCM menu (MCM = Mod Configuration Menu (a separate mod you must download that should be loaded before TOTNW)). Once you set the ini file through the MCM, you will have not invincible but true, .... "power," ... armor.
Kind of a dumb question, but know how do you get the Titans of Steel vanilla+ patch working? I always choose it while installing, but in spite of that I still get the legacy armor sets (I'm new to nv modding)
It is likely that you have Titans loading too soon in your load order. The way modding works for Bethesda games is that mods added lower down on the mod list overwrite any mods added higher up on the list. You need to go to your load order and make sure that Titans is fairly low (but above weather and LOD mods). Hope this helps.
Woooobat and his team will probably not do that bc New Vegas Ultimate Edition often goes on sale (on Steam) for like $7. Less than 5% of players are using the older standalone (no DLC) version.
I've always wondered what it would be like to wear power armor and I gotta say, ... this mod gets the player closer than anything I am aware of. Well done Woooombat! From the animations to the sounds to the physics, ... everything correctly models the feel of wearing a real set of, ... well, ... powered armor. IMO, easily one of the best mods for New Vegas. Thank you!
2775 comments
Recent Updates
2.1.46:
2.1.45:
switching to the weapon while weapon is drawn in 3rd person
2.1.44:
taking off or putting on power armor multiple times in the inventory while weapon is drawn
2.1.42:
2.1.41:
2.1.40a:
2.1.40:
2.1.39:
2.1.38:
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:
Is instantly ignored without any explanation, as everything is already provided here.
Problems Related To Vortex
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
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.
That said, ... why would you want to? If a 1.8 meter tall dude steps into a 400 kg suit of power armor, he should become 2.2 meters or taller. The appearance and physics scale correctly for a man-enclosing full suit of power armor. TOTNW 2.0 also scales your new viewpoint correctly since after donning such armor, ... you now look down at most npc's faces.
In any case, thank you very much, this mod is exceptional, the best of New Vegas
https://www.nexusmods.com/newvegas/mods/59147