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Fook2 armors and weapons for TTW

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Niar26
Posts: 57
Joined: Tue Jun 11, 2013 2:41 am

Fook2 armors and weapons for TTW

Post by Niar26 » Tue Jun 11, 2013 2:55 am

Hello all.

First of all, recently i heard about this "Tale of Two Wastelands", and i thought : WHy not? 

Downloaded, tried, and the result is this: Fantastic work.

I haven't found any bugs while playing Fo3 from FNV using this "bridge" between these two games, the work is amazing. I finally can play fallout 3 with the added features of FNV without any bugs ( or maybe a few but really small bugs that are almost imperceptible)



I've searched a lot in the forums and on web , for days i tried but with no results... I tried to use fook2 , used FNVEDIt to change master and ADD all FNV dlc and Fo3 dlcs plus TTW as masters to all Fook2 files (atleast this is what it's written down to do with TTW version 2.0+, plus with added scripts as requested in FNVedit.

Still, it's not working. I managed to make MMM work with VVV and all my mods, but fook2 is just a no-go.


What happens is that i get "stuck" in the main menu not loading its icons, like Continue, new, load, settings, ecc... I'm just stuck at the main menu screen, the music plays , but no cursor appears and no menu icons appear..

Now you might be thinking "it's a major overhaul it will never work as it requires FOSE etc.." well, you might be right... but what i'm actually asking if is it possible to JUST have the armors and weapons added by fook2, without any other addons the mod adds. Just the armors and weapons, added from the mod... Do you know if it's possible, and if it is, how to do it? I'm not good with geck and fnvedits, i just managed to do step by step the necessary things to make a few fo3 mods to work with TTW... ANy guide, OR ( much more appreciated) someone that would like to do this for me, and i think for many of us  that wanted fook2 armors and weapons in the game... After playing Fo3 and FNV with  lot of mods, the CW now without fook2 seems... empty. 

(I'm also using mods like NVEC, spices of life, they are working also in CW so it's fine, but it feels like it's empty).



Oh, FookNV version is fine, but it doesn't add weapons and armors from fook2 in the CW, sadly.



Any help would be appreciated :)



Thanks all for your time reading my request, and for creating this fantastic bridgemod for us Fallouters



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

Have you used the TTW,

Post by chucksteel » Tue Jun 11, 2013 3:38 am

Have you used the TTW, FNVedit Conversion script on FOOK 2? I haven't tested or tried it myself. I really don't have the time and, am also not into big overhauls but, FO3 mods need to be converted with our conversion script. This is because we have renumbered many of the original FO3 forms to work better with TTW.


the scripts and a tutorial can be found here.



Niar26
Posts: 57
Joined: Tue Jun 11, 2013 2:41 am

As a matter of fact, i did, i

Post by Niar26 » Tue Jun 11, 2013 4:31 am

As a matter of fact, i did, i think i also wrote it but maybe i said it in a way that could have had misinterpretations..



I'll try again, maybe i messed up something, thanks :) will let you know asap with news


 


EDIT: Back, sadly, after repeating the tutorial steps ( which i had already done before posting this topic, but trying was still worth  a try ) the game crashes at the main menu..


EDIT2: Don't know what i did, but after crashing for the fifth time, the game now decided to load the menu. Well, if fallout will work in that way... i suppose i'll have adapt.

Still, weird.



Niar26
Posts: 57
Joined: Tue Jun 11, 2013 2:41 am

Good news: I managed to make

Post by Niar26 » Tue Jun 11, 2013 7:15 am

Good news: I managed to make this work with MMM! , VVV and MMM together, i'm having the spawns i want in both CW and New vegas wasteland!


 


EDIT: Sadly, in-game, when using fook2, the game lags every second for 2 seconds. Every second the screen freezes, even though i can hear all, and after two seconds it unfreezes, then after 0.5-1 sec the screen freezes again.

Sad, thought i could play with it.



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Pretty sure mmm is not ttw

Post by plumjuice » Tue Jun 11, 2013 10:59 am

Pretty sure mmm is not ttw friendly, although that may have changed recently.


What is VVV?


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

VVV is the FNV answer to FO3

Post by dawe1313 » Tue Jun 11, 2013 11:22 am

VVV is the FNV answer to FO3's MMM


[url=http://newvegas.nexusmods.com/mods/41172/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D41172%26preview%3D&pUp=1]VVV - Very Voracious Vermin[/url]


or


[url=http://newvegas.nexusmods.com/mods/40204/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D40204%26preview%3D&pUp=1]nVamp - Very Voracious Vermin[/url]



Niar26
Posts: 57
Joined: Tue Jun 11, 2013 2:41 am

VVV= Very voracious vermin.

Post by Niar26 » Tue Jun 11, 2013 11:24 am

VVV= Very voracious vermin.

It's a pretty cool mod, similar to MMM, but for new vegas.. It's on the nexus. I think it was meant as an addon for the nvamp mod but i'mnot sure, it's a standalone...



MMM is working for me in TTW, i've seen the spawns, the extra variants... fook2 is still my biggest concern..



The freezes every second that last for 2 seconds i'm having, i think it's because of FOSE.. because it is missing, the NVSE is similar, but still different.. Just trying to get only the weapons and armors in TTW, for the leveled lists and extra "added" content like a few armor replacers.. but i don't actually know how to do them.



dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

an important step in

Post by dawe1313 » Tue Jun 11, 2013 12:15 pm

an important step in converting FOSE based FO3 mods is that you need to open up the converted FO3 esp in NVSE-enabled NV GECK and INDIVIDUALLY recompile EVERY script in the mod.


the best way to do this is to open the script, add a space, delete said space, close & save.


[color=red]CAUTION: do NOT, under any circumstances, ever hit the Recompile All button[/color]


this will totally hose your FNV. you will have to do a complete uninstall, delete, and reinstall of FNV



Niar26
Posts: 57
Joined: Tue Jun 11, 2013 2:41 am

NVSE-Enabled NV geck? How do

Post by Niar26 » Tue Jun 11, 2013 12:40 pm

NVSE-Enabled NV geck? How do i enable it?



User avatar
LT Albrecht
Posts: 182
Joined: Wed Sep 19, 2012 8:50 pm

dawe1313 wrote:

Post by LT Albrecht » Wed Jun 12, 2013 2:35 am

[quote=dawe1313]


[color=red]CAUTION: do NOT, under any circumstances, ever hit the Recompile All button[/color]


this will totally hose your FNV. you will have to do a complete uninstall, delete, and reinstall of FNV


[/quote]


What? It'll hose your plugin, hose your save maybe. How you could get a plugin you've deleted to hose your actual install I have no idea, that'd take skill. It just recompiles all the base game scripts into your plugins. It bloats your plugin, bloats your savegame, causes crippling incompatibility and is generally a terrible idea, but having it kill your game would take skill and determination.


trollolololololol





 



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