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Fallout 3 Mods

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wardoggwyllgi
Posts: 49
Joined: Mon Feb 18, 2013 2:57 am

Fallout 3 Mods

Post by wardoggwyllgi » Tue Feb 19, 2013 2:33 am

If you had mods installed on fallout 3 would they be added to the new capitol wasteland aswell?


Am i the only one that that thought bane was Dr.Evil's son?

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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Not sure what you're asking

Post by rbroab » Tue Feb 19, 2013 3:04 am

Not sure what you're asking but I'll take a shot.


Some Fallout 3 mods might still work. Not sure which ones you're using or planning on using, go ahead and post a list here. Depending on what you're using, you might need to change the master file or do a bit of editing with FNV.


I'm not alright, I'm an equal amount of left.

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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

If I understand your question

Post by chucksteel » Tue Feb 19, 2013 4:47 am

If I understand your question the answer is no! you'll need to add the mods yourself and, convert them to ttw using FNVedit. there is a how to guide in the FAQ. Also mods that use FOSE can be a bit tricky. 


 



KennyMcCormick
Posts: 46
Joined: Thu Feb 14, 2013 7:18 am

If they don't use FOSE then

Post by KennyMcCormick » Tue Feb 19, 2013 5:03 am

If they don't use FOSE then all you need to do is change their masters around and they should work. If they do use FOSE the scripts will need to be recompiled, THEN the masters changed as before. Do those things and most should work.


Patrollin' the Capitol Wasteland makes me wish for a nuclear winter...


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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

You should loose DCInteriors

Post by chucksteel » Tue Feb 19, 2013 5:48 am

You should loose DCInteriors Project (By me! chucksteel) and, get TTW Interiors Project which I've built for TTW. 


No it will not carry over but, you will have a better experience in the long run with the TTW version. 


 



gnubee
Posts: 81
Joined: Sat Sep 22, 2012 1:07 am

I have had a heck of a time

Post by gnubee » Tue Feb 19, 2013 6:21 am

I have had a heck of a time getting MMM to work in any kind of stable way.  I mean, itworks, but I was getting CTDs all over the place.  A number of the other mods you list have FNV counterparts, or are just done better with a New Vegas mod (WMK for example).



wardoggwyllgi
Posts: 49
Joined: Mon Feb 18, 2013 2:57 am

yes but those counter parts

Post by wardoggwyllgi » Tue Feb 19, 2013 7:22 pm

yes but those counter parts only work for NV weapons. Also i lack any programming skills whatsoever but is it still possible to convert them using FNV edit?


Am i the only one that that thought bane was Dr.Evil's son?

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

The FAQ answers most of these

Post by JaxFirehart » Tue Feb 19, 2013 7:55 pm

The FAQ answers most of these questions, they are asked frequently...



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