I found an issue with Audrey, in my game at least. With this mod active, I was unabel to "talk" to Audrey after dropping her. She would deploy normally, but I couldn't activate her to get her back into my inventory. Disabling this mod with nothing else changed allowed me to activate her as normal, re-enabling this mod and loading the same save and I couldn't activate her again.
I'm unable to reproduce this with either her grenade or misc item form. Are you somehow trying to activate her with something other than the player itself? Is anyone else having this specific issue?
Had this problem. Try making sure you actually have 1.31c installed after 1.31b, and this mod right after that. Audrey's interactive menu did not work for me because I bungled the install and overwrote the beta with the older version.
Also, I found a deleted navmesh in the original Tales from the Burning Sands. I believe the author made edits to that navmesh, saved into a new navmesh, and deleted the old one. Did you ever play around with undeleting that navmesh and copying the changes over in the original esm? I do not know if one would be able to upload the fixed version, but would you be able to share the procedure if you made the fix for your personal use? I found a tutorial on youtube (attached below), but it seems outdated with things such as the current version of xEdit applying an automatic cleaning options instead of manual.
You can ignore those mantis records. I forget precisely why I made an ITM record but it could have been that I saw that same edit from various Uncut mods and I wanted to keep them disabled to cut down on enemy numbers (I already add spawn markers of my own). As far as Puce's navmesh in North Vegas is concerned, I've honestly never messed with it. Navmeshing is not something I'm experienced with and that one deletion has never given me an issue. For something "quick", you can try simply changing the deleted navmesh (0015EA0F) to initially disabled.
Hello. I haven't played the mod yet and I had a question regarding some changes from vanilla elements. I'm currently cleaning my modlist using the xEdit Method and I see that the mod makes heavy changes to consumable/harvestable scripts and a couple critters that conflict with YUP. If it doesn't bother you too much, do you think you could explain (spoilered for the others if needed) what the changes are so I can decide what to do with them ?
I have a question not directly related to your mod. Do loot rarity mods break recipes from plants? I have Famine installed and never managed to get any recipes from any plants.
Famine shouldn't unless it has explicit scripting for plant activators that is overwriting Tales and this mod. Only Jalapeno, Banana Yucca, Agave, Barrel Cactus, and Buffalo Gourd have recipes available - and only after completing chapter 1. 0015F0EB is one FormID you could use w/ FNVEdit for conflict-checking.
I have completed Chapter One and have picked up a lot of these plants, but got no recipes. Famine doesn't overwrite anything, well, at least MO2 doesn't show the "overwritten" sign. As for your last sentence, I don't understand what you mean, sorry.
Oh, awesome! More people remember this mod! This is exactly the sort of thing I've been wanting to do with my TTW port/update of all his mods. Especially that PlaceAtMe replacement which Roy asked about.
One thing I did was add a companion marker to Audrey, to help with keeping track of her if you travel away and forget to pick her up first. I also renavmeshed several areas, especially the Chef's house and surrounding cliffside, and Helios One.
For the Fo3 mods, I've navmeshed the majority of cells, and added roombounds. Things like the first(?) Tiger vault (The one with audio recordings to get in?) is now a smooth 60fps, and companions can come with you without issue. I fixed up weapons that didn't quite work for NV, adding proper ironsights and making them use NV features (The alien crystal gun now uses the ammo switching system, instead of a broken Rock-It Launcher one. It works if TTW adds a weapon using it, but the fix is intentionally disabled for any non-TTW-added weapon and I hate it).
I hope to release this all one day, but I haven't been able to get in contact with Puce for permission. This would need a complete repackaging due to my edits being done directly to the mods, and converting them to .esms, along with packaging the assets in to actual .bsa files.
I knew you were working on the FO3 mods, but I didn't realize you had done work on Tales as well, Darian. Your changes sound great. I had considered trying to implement ironsights for some of the Tiger weaponry here but, honestly, it can all get a bit exhausting after a while. Higher on the wish status for me is re-navmeshing Tiger Campus so that some more enemies can be [functionally] placed and liven things up a bit.
If you ever do get in touch with Puce (I've tried as well over the years), feel free to incorporate any changes I've made here into any Tales overhaul you may release. I do hope to play your FO3/TTW remakes one day; those mods are the main reason I have for replaying Fallout 3.
Yeah, the place is really empty. Fun to find things while exploring, but it'd be nice to have something to do that wasn't aesthetic or hunting.
A bigger goal I have down the line is to at least partially reinvent the quests themselves. Not necessarily adding quest logs, but expanding them. Re-voicing, adding more lines, alternate paths, implementing unused things. Making them more open instead of linear. Puce Moose V2! I've actually already done a little of that by adding functionality to the Nasty Zeta hydroponics. You can now plant the new crop items and have events, which make the new items more renewable than just hoping to get some from Sally. I tried to mimic Puce's writing style for the farming events, and added many alternate paths and skill checks.
Maybe we could work together on these mods some time? It could go a lot faster. I've basically not touched my ports/fixups for a year or two now because I'm just not sure what to do, and don't really feel like going through to figure out where I left off, or to document every change I've made since I started. It's also a little demotivating to be scared of the risk of getting them taken down if Puce happens to take notice and demand that. I wouldn't want my opinion on the mods to be soured thanks to an unpleasant interaction like that.
Man, I do hope we get to see Puce's FO3 released one day! Playing both the FO3 quests and the Burning sands in ONE playthrough was always a dream of mine!
How close are you to full TTW conversion? I would to test it
I'd say majority done. I'll be honest, it's been a while since I've played NV, and I still haven't updated to the latest TTW, but I've been able to play through all these quests with minimal issues (And then fixed them), before going in to NV and having Audrey alongside the portable turret system and the various Tiger weapons. It is a bit of a hassle to have to go back to Point Lookout to get ammo for the poison gun when you're halfway across the Mojave, though. Just a good reason to stock up and use it sparingly, I guess!
Seems I'm having an issue. Got the request from Linnea to go collect DNA samples. Went and did that - but going back to her, nothing happens. No means to "turn them in", so to speak. She just repeats lines about how nice it is to see me, or how the molerat peed on the floor.
Side note - any idea where the very first obtainable Easter Corn is? Additionally, how does one access the EOTM Overlook on the Campus? My final two burning questions with no answers as of yet.
As far as I can recall, there's a briefcase with the key in the main campus building. It depends on how you play, but I personally encounter the "first" candy corn in Helios One.
Found the briefcase, thank you for that. Still can't find the Easter Corn in Helios One. Somebody posted a hint along these lines in the original forum:
1) I don't fear rain nor whatever (but I frickin' hate to get Droplets on my glasses) and I may check those magics numbers again, there may be more to it...
and this is the last Easter Corn I'm looking for.
also, any advice on how to deal with Linnea being stuck with dialogue?
Well, I've figured out the best thing to do for Linnea and the Sani-Bot is to temporarily disable this plugin to do what you need to with them, then re-enable the plugin after.
Did you happen to enable the mod after already starting Chapter 3 without it? Could you upload your savegame (with the ongoing issue) some place so I can take a look at some variables? Thanks for the feedback.
No, I started a new save file with this installed already. I sadly don't have a save anymore for what you ask, should have saved one - that's my fault.
Ok, thanks. I'll take a look with my next playthrough. Should anyone reading this encounter further Linnea dialogue bugs, please upload a savegame and toss me a PM. Her logic is dependent on a global variable and it's helpful to see where/when it's getting hung up.
83 comments
DeletedSeems to crash if installed together.
Famine doesn't overwrite anything, well, at least MO2 doesn't show the "overwritten" sign.
As for your last sentence, I don't understand what you mean, sorry.
This is exactly the sort of thing I've been wanting to do with my TTW port/update of all his mods. Especially that PlaceAtMe replacement which Roy asked about.
One thing I did was add a companion marker to Audrey, to help with keeping track of her if you travel away and forget to pick her up first. I also renavmeshed several areas, especially the Chef's house and surrounding cliffside, and Helios One.
For the Fo3 mods, I've navmeshed the majority of cells, and added roombounds. Things like the first(?) Tiger vault (The one with audio recordings to get in?) is now a smooth 60fps, and companions can come with you without issue.
I fixed up weapons that didn't quite work for NV, adding proper ironsights and making them use NV features (The alien crystal gun now uses the ammo switching system, instead of a broken Rock-It Launcher one. It works if TTW adds a weapon using it, but the fix is intentionally disabled for any non-TTW-added weapon and I hate it).
I hope to release this all one day, but I haven't been able to get in contact with Puce for permission. This would need a complete repackaging due to my edits being done directly to the mods, and converting them to .esms, along with packaging the assets in to actual .bsa files.
If you ever do get in touch with Puce (I've tried as well over the years), feel free to incorporate any changes I've made here into any Tales overhaul you may release. I do hope to play your FO3/TTW remakes one day; those mods are the main reason I have for replaying Fallout 3.
A bigger goal I have down the line is to at least partially reinvent the quests themselves. Not necessarily adding quest logs, but expanding them. Re-voicing, adding more lines, alternate paths, implementing unused things. Making them more open instead of linear. Puce Moose V2!
I've actually already done a little of that by adding functionality to the Nasty Zeta hydroponics. You can now plant the new crop items and have events, which make the new items more renewable than just hoping to get some from Sally.
I tried to mimic Puce's writing style for the farming events, and added many alternate paths and skill checks.
Maybe we could work together on these mods some time? It could go a lot faster. I've basically not touched my ports/fixups for a year or two now because I'm just not sure what to do, and don't really feel like going through to figure out where I left off, or to document every change I've made since I started.
It's also a little demotivating to be scared of the risk of getting them taken down if Puce happens to take notice and demand that. I wouldn't want my opinion on the mods to be soured thanks to an unpleasant interaction like that.
How close are you to full TTW conversion? I would to test it
I'll be honest, it's been a while since I've played NV, and I still haven't updated to the latest TTW, but I've been able to play through all these quests with minimal issues (And then fixed them), before going in to NV and having Audrey alongside the portable turret system and the various Tiger weapons.
It is a bit of a hassle to have to go back to Point Lookout to get ammo for the poison gun when you're halfway across the Mojave, though. Just a good reason to stock up and use it sparingly, I guess!
https://steamcommunity.com/profiles/76561197993291612/
But if that doesn't work, I also found that he's still active in the EVE community.
https://forums.eveonline.com/u/pucey_moosey/summary
And the d3go forums...
https://forums.d3go.com/profile/PuceMoose
Side note - any idea where the very first obtainable Easter Corn is? Additionally, how does one access the EOTM Overlook on the Campus? My final two burning questions with no answers as of yet.
1) I don't fear rain nor whatever (but I frickin' hate to get Droplets on my glasses) and I may check those magics numbers again, there may be more to it...
and this is the last Easter Corn I'm looking for.
also, any advice on how to deal with Linnea being stuck with dialogue?