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Ties That Bind Revised - TTW 3.2.X

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Colonel_Campbell007
Posts: 47
Joined: Wed Jun 16, 2021 7:04 am

Re: Ties That Bind Revised - TTW 3.2.X

Post by Colonel_Campbell007 » Wed Jun 16, 2021 7:13 am

Thorne67 wrote:
Tue Jun 15, 2021 7:45 am
Will this still work with the updated version of the Ties that Bind mod? The original author updated it after you made this.
Yeah, I'm running it now w/o problems. It replaces the esp. You only need the sound folder/bsa archive from the original version.

scorcher9009
Posts: 6
Joined: Sat Sep 29, 2018 11:53 pm

Re: Ties That Bind Revised - TTW 3.2.X

Post by scorcher9009 » Thu Jun 17, 2021 11:24 am

Thorne67 wrote:
Tue Jun 15, 2021 7:45 am
Will this still work with the updated version of the Ties that Bind mod? The original author updated it after you made this.
This is the first I'm hearing of this. Care to elaborate?

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Colonel_Campbell007
Posts: 47
Joined: Wed Jun 16, 2021 7:04 am

Re: Ties That Bind Revised - TTW 3.2.X

Post by Colonel_Campbell007 » Wed Jun 23, 2021 12:42 am

The script ttbCG04ScriptKidnap in TTB breaks the Sprint function in Solid Project. It happens when the player gets KO'd.

In case someone needs a fix, you can load up TTB(or maybe a new esp with TTB as master) in Geck and open that script and comment out the following lines(by placing this symbol ; to the left in front of the lines)

( Under Startup == 2 )
player.addscriptpackage ttbCG04PlayerFallsDown

and

( Under Startup == 5 )
player.removescriptpackage ttbCG04PlayerFallsDown

Save and complie the script ( click left floppy icon then right ).

The cutscene won't look right as the player never falls, but you'll be able to Sprint afterwards.

Btw, the Nexus has version 1.9 and the googledrive link is 1.6 or something.
Last edited by Colonel_Campbell007 on Fri Jul 02, 2021 4:38 am, edited 8 times in total.

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Colonel_Campbell007
Posts: 47
Joined: Wed Jun 16, 2021 7:04 am

Re: Ties That Bind Revised - TTW 3.2.X

Post by Colonel_Campbell007 » Wed Jun 23, 2021 12:51 am

I really like this mod. Thank you for fixing it up for TTW. :)

shinydiver
Posts: 4
Joined: Mon Jul 26, 2021 1:31 am

Re: Ties That Bind Revised - TTW 3.2.X

Post by shinydiver » Mon Jul 26, 2021 1:37 am

so I'm in paradise falls and Wilk won't appear. Could I get a ref ID on him so I can move him to me or for the key?

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Risewild
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Joined: Mon Oct 01, 2012 9:14 am

Re: Ties That Bind Revised - TTW 3.2.X

Post by Risewild » Mon Jul 26, 2021 4:34 am

shinydiver wrote:
Mon Jul 26, 2021 1:37 am
so I'm in paradise falls and Wilk won't appear. Could I get a ref ID on him so I can move him to me or for the key?
You can use the "search" console command to find information about most things in the game.
Your search command should be something like this:
search wilk
This should get you the ID.
Signature:

shinydiver
Posts: 4
Joined: Mon Jul 26, 2021 1:31 am

Re: Ties That Bind Revised - TTW 3.2.X

Post by shinydiver » Mon Jul 26, 2021 7:00 pm

Risewild wrote:
Mon Jul 26, 2021 4:34 am
You can use the "search" console command to find information about most things in the game.
Your search command should be something like this:
search wilk
This should get you the ID.
Thanks, figured out she follows you if you approach her so the quick and dirty solution is to just select the gate, disable it, and walk up to her. I usually wipe out paradise falls after I recruit clover anyways so...

TheRealPsydeffex
Posts: 5
Joined: Wed Nov 13, 2019 2:30 pm

Re: Ties That Bind Revised - TTW 3.2.X

Post by TheRealPsydeffex » Mon Aug 30, 2021 5:41 am

the mod is great and all and give's you a good reason to Burn Paradise falls to the Ground Earlier rather than later. "But" the moment you decide to go do the mainquest. thing's get really frustrating as some of the quests such Scientific Pursuits, Tranquility Lane, Water's of Life, and Following the Trail. Bug's out because of Amanda. as in the quest's that i mentioned wont progress when the mod is active. as in the tranquility chair wont send you to the braun's world. Amanda keep's banging on the glass wall after the enclave took over the purifier. and after that some of the npc's related to that quest wont appear causing the quest to not progress at all.

akterhossan154
Posts: 1
Joined: Mon Dec 13, 2021 8:13 am

Re: Ties That Bind Revised - TTW 3.2.X

Post by akterhossan154 » Mon Dec 13, 2021 8:26 am

If you have a problem with the mood, learn how to fix it yourself, but you still can't throw someone's work anywhere. As Roy and Rise put it, Moders own their creations.

Death_Reaper56
Posts: 187
Joined: Thu Nov 15, 2018 4:04 am

Re: Ties That Bind Revised - TTW 3.2.X

Post by Death_Reaper56 » Tue Dec 14, 2021 4:11 pm

akterhossan154 wrote:
Mon Dec 13, 2021 8:26 am
If you have a problem with the mood, learn how to fix it yourself, but you still can't throw someone's work anywhere. As Roy and Rise put it, Moders own their creations.
If he has a problem with the mod,it's the mod author's responsibility to fix it unless it's something on his end.

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