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JSUE TTW - JSawyer Ultimate Edition TTW Patch (3.3)
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JSUE TTW - JSawyer Ultimate Edition TTW Patch (3.3)
This patch was only ever intended as a stopgap. Farsveinn has uploaded a more? comprehensive patch to the Nexus.
Pushtowin gave me the go ahead to upload a new TTW compatibility patch for his JSUE mod. I am doing so on here because I am in no great hurry to maintain another page on the Nexus...
MediaFire Link
Pushtowin gave me the go ahead to upload a new TTW compatibility patch for his JSUE mod. I am doing so on here because I am in no great hurry to maintain another page on the Nexus...
MediaFire Link
Last edited by drithius on Mon Dec 12, 2022 12:07 am, edited 3 times in total.
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Re: JSUE TTW - JSawyer Ultimate Edition TTW Patch (3.3)
Thanks for the new patch everything works but GRA merged esp with patch loaded after has a freeze error for me but with no GRA merged esp with this patch game starts to main meu without a hitch thanks!
- Risewild
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Re: JSUE TTW - JSawyer Ultimate Edition TTW Patch (3.3)
TTW already integrates the GRA weapons/mods with the rest of the game. So that's likely why it isn't compatible.
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Re: JSUE TTW - JSawyer Ultimate Edition TTW Patch (3.3)
Any recommendation on a mod to enable the player to break down the 'extra' ammo types (surplus, HP, AP and hand crafted for example) like Mojave Arsenal does for vanilla FNV? I have used it before on TTW, but after a few buggy experiences (generally at about level 30 or so) I am trying to stick to ONLY the updated TTW mods (generally recommended on this site) and even switched to MO2 (in lieu of Vortex) to try and keep things copacetic.
After getting the hand loader perk, I noticed that most ammo types (not most ammo, as most of it is still plain old ammo in the various calibers) could not be broken down (AP, HP, surplus .22LR and 5.56 or even .38 caliber rounds - not to mention the exclusive "hand loaded" types - for example .357 JHPs - unlocked only with the hand loader perk) as I am used to. I am not sure if this is FNV, the TTW game/mod, or if I did something wrong. And it has been so long since I have played without Mojave Arsenal installed that I really am not sure how vanilla FNV handles the aforementioned ammo types.
Thanks for any info or tips!!!
After getting the hand loader perk, I noticed that most ammo types (not most ammo, as most of it is still plain old ammo in the various calibers) could not be broken down (AP, HP, surplus .22LR and 5.56 or even .38 caliber rounds - not to mention the exclusive "hand loaded" types - for example .357 JHPs - unlocked only with the hand loader perk) as I am used to. I am not sure if this is FNV, the TTW game/mod, or if I did something wrong. And it has been so long since I have played without Mojave Arsenal installed that I really am not sure how vanilla FNV handles the aforementioned ammo types.
Thanks for any info or tips!!!
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Re: JSUE TTW - JSawyer Ultimate Edition TTW Patch (3.3)
Just a note but it looks like this patch adjusts the value of Enclave Power Armor from its TTW values (~700) to its New Vegas values (~6500). Tested disabling all plugins except this and JSawyer Ultimate, this is definitely adjusting the value back up.
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Re: JSUE TTW - JSawyer Ultimate Edition TTW Patch (3.3)
First, this mod is amazing and I can't play without it, so thanks.
I'm not entirely sure it's this mod or if something else is causing this, but the Light Touch perk doesn't seem to give me any crit chance. I've tried with a few different light armors and have had no luck. I've looked at the perk and NVTravelLightBadArmorList in FNVEdit, there are no conflicts so I'm not sure why it's not working...
EDIT: Never mind, it had nothing to do with this mod. I was using player.getav critchance, but the crit chance added by the perk is a flat bonus, I had forgotten that inconsistency.
I'm not entirely sure it's this mod or if something else is causing this, but the Light Touch perk doesn't seem to give me any crit chance. I've tried with a few different light armors and have had no luck. I've looked at the perk and NVTravelLightBadArmorList in FNVEdit, there are no conflicts so I'm not sure why it's not working...
EDIT: Never mind, it had nothing to do with this mod. I was using player.getav critchance, but the crit chance added by the perk is a flat bonus, I had forgotten that inconsistency.
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Re: JSUE TTW - JSawyer Ultimate Edition TTW Patch (3.3)
Not sure if this is the right place to ask, but having recently installed TTW with JSawyer Ultimate Edition I noticed some of the perks from the Broken Steel expansion have level requirements higher than the maximum level set in the JSawyer mod:
- Devil's Highway (level 44)
- Escalator to Heaven (level 44)
- Karmic Rebalance (level 44)
- No Weakness (level 44)
- Rad Tolerance (level 46)
- Almost Perfect (level 50)
- Nuclear Anomaly (level 50)
- RoyBatty
- Gary
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Re: JSUE TTW - JSawyer Ultimate Edition TTW Patch (3.3)
They are changed in TTW, I dunno about JSUE.
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Re: JSUE TTW - JSawyer Ultimate Edition TTW Patch (3.3)
If the issue isn't with TTW, then chances are maybe the compatibility patch in this thread broke something. Since JSUE was designed for FONV, not TTW, it probably doesn't reference anything from Broken Steel. I'm just grasping at straws here.
There's also always the possibility of some mistake in my installation or load order, but I followed the instructions to the letter and it looks correct as far as I can tell.
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Re: JSUE TTW - JSawyer Ultimate Edition TTW Patch (3.3)
Not able to download the Mediafire for some reason.