Jump to content

Ties that Bind help.


ozwwjd

Recommended Posts

  • 1 month later...

You're going to have to open records in xEdit and see where the conflict is.

To speed things along, I've created a patch for the two specifically. You said there were key NPC disappearing from existence. The problem is that the scripting for the first quest that gets you out of the vault, named Escape!, is modified by Ties That Bind and the player's sister needs to be referred to make things work. Let's take a closer look to show you what I mean (if you don't care about coding, you can skip the spoiler - it's meant to help others who might be having similar problems):

 

 

 

 

Amata follower Escape! quest script:

 

SetLocationSpecificLoadScreensOnly 1
SetInCharGen 1 ; no leveling during chargen
startQuest CG04
; enable NPCs
CG04ActorMarker.enable
CG04AmataREF.enable
; enable separately so can be disabled separately
CG04TomHoldenREF.enable
CG04MaryHoldenREF.enable
; set local map blockers
CG02HiddenPlaneREF.enable
CG03HiddenPlaneREF.enable
CG04HiddenPlaneREF.disable
; change radio to scripted broadcast
RadioVault101REF.enable
RadioVault101REF.SetBroadcastState 0
set CG04.RadioTimer to CG04BroadcastTimer
; lock door to vault exit
Vault101ExitDoor.Lock 255
; lock dad's terminal
CG04DadsTerminalREF.lock 255
; set up player
DisablePlayerControls 1 1 1 1 0 0 1
player.ResetHealth
SetPCYoung 0 ; player should now be back to normal
set CG04.timer to 1
set CG04.runTimer to 1
playBink "3 years later.bik" 0 0 1 0; don't interrupt, don't mute audio
CG04AmataREF.moveto CG04AmataStartMarker
player.moveto cg04playerstartmarker

 

 

 

Ties that Bind Escape! quest script

 

SetLocationSpecificLoadScreensOnly 1
SetInCharGen 1 ; no leveling during chargen
startQuest CG04
; enable NPCs
CG04ActorMarker.enable
; enable separately so can be disabled separately
CG04TomHoldenREF.enable
CG04MaryHoldenREF.enable
; set local map blockers
CG02HiddenPlaneREF.enable
CG03HiddenPlaneREF.enable
CG04HiddenPlaneREF.disable
; change radio to scripted broadcast
RadioVault101REF.enable
RadioVault101REF.SetBroadcastState 0
set CG04.RadioTimer to CG04BroadcastTimer
; lock door to vault exit
Vault101ExitDoor.Lock 255
; lock dad's terminal
CG04DadsTerminalREF.lock 255
; set up player
DisablePlayerControls 1 1 1 1 0 0 1
player.ResetHealth
SetPCYoung 0 ; player should now be back to normal
set CG04.timer to 1
set CG04.runTimer to 1
playBink "3 years later.bik" 0 0 1 0; don't interrupt, don't mute audio
CG04AmataREF.moveto CG04AmataStartMarker
player.moveto cg04playerstartmarker
set TTBDialogue.CG04TrapAmanda to 1
ttbamandaref.moveto ttbCG04AmandaTrappedREF

 

 

 

 

As you can see comparing the lines of code, the Ties That Bind adds these lines specifically at the bottom:

 

set TTBDialogue.CG04TrapAmanda to 1
ttbamandaref.moveto ttbCG04AmandaTrappedREF

 

The Amata Follower adds this line specifically near the top:

 

CG04AmataREF.enable <-- This line enables Amata to be available for processes when in the vanilla game she wouldn't be nor is she in the Ties That Bind scripting

 

The conflict between the two is that to get the two to work together, you're going to have to make a patch and add some references to the quest. I've already made a quick fix for the two which I'll send to you via pm. Since these are follower mods, these mods should be placed at the bottom of your load order. Put my batch beneath these two mods in your load order and run the game again. Be certain to place this patch at the absolute bottom of your load order except for your merged patch - you'll probably need to rebuild your merged patch if you choose not to put the patch beneath it.

Edited by J3tAc3
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...