Overview:
Currently, in TTW, if a pickable plant is disabled or has an enable parent, the script attached to it will cause a crash the next time you save once you go near such a plant.
This fixes that issue.
Description of the problem:
Marking something with the initially disabled flag in the NV engine will make it not show up or do anything until it's enabled. This is done frequently in the game. Sometimes it serves to hide an ambusher until they should attack you, or place items in an environment that will only be seen if say, a faction takes over a location. Often, mods will mark vanilla objects initially disabled to make them disappear from the game without deleting them. Deleting items explicitly causes problems in your game and reduces stability. Marking them initially disabled is a safe alternative.
An enable parent is something that you can mark on a placed item or "activator". It means that if it's parent is disabled, it will also be disabled. If the parent is enabled, it will also be enabled; you will be able to see and interact with it in the world.
Harvestable plants in New Vegas are activators. They're models which have a static model, and sometimes an alternate "mode", so to speak. For instance, a maize plant has it's version where the maize is visible, and a version where it's just the stalk, which displays after you activate it to take the maize. There's a script attached to each of these plants that has various timers and functions that move the plant back and forth between these two states, creating the timeframe between harvesting and the plant's regrowth.
If this script attempts to perform it's stock Tale Of Two Wastelands functions while the placement of maize (or any of the below specified items) is disabled or enable parented, the script will have errors. They may print to the console, and mau have a warning in game. Upon attempting to save after this has occurred, the game will reliably crash.
In Big Town Extensions, I placed a small amount of each of these plants in Big Town, made one primary placement of maize initially disabled, and marked it as the enable parent of a set of crops, which become visible after you improve their water supply.
Currently, in TTW 3.3+, if you add an enable parent to a harvestable maize/mutfruit/carrot/potato and it's disabled at any point, the console will likely print errors. You will then find that the game immediately crashes the next time you try to save. (If you have NVAC it might not; however, that doesn't make NVAC a solution to the problem.)
I fixed the scripts. They won't break if a mod's placement of these items is disabled.
Requirements:
TTW
Installation:
Regular ol' installation. If you're still having the issue described above, place this file last in your load order.
Patches:
Might function weird with Famine or the like that might touch the harvestable plants. It would likely only occur with the TTW patch; but you'd need that since this is a TTW fix. Let me know if it does inhibit Famine's functionality, and I'll make sure to patch it.
Compatibility:
Compatible with TTW 3.3 This issue will be fixed in a future version of TTW, and at that time this page will be taken down.
STILL NOT FIXED
Limitations:
See Famine note in Patches.
Questions:
Does Big Town Extensions require this?
No, I already fixed this internally in Big Town Extensions.
Permissions:
If you have a mod that requires this in the meantime before the next TTW update, don't require it. Just merge the change in your mod, save everyone the esp slot.
Instructions
Installation:
Regular installation.
Requirements
TTW Enable Parent Fix
Fixed oversight regarding the return of mutfruit