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Removed cut content?

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EnderDragonFire
Posts: 370
Joined: Sat Feb 01, 2014 6:50 pm

Removed cut content?

Post by EnderDragonFire » Sat Feb 01, 2014 8:19 pm

Did you guys remove any fo3 cut content? If so, why? I am asking because I cannot spawn in the "Robo" Thor armor, and mods that place it in game wont work. One such mod is this, and it causes CTD when you go to RavenRockExt, where the armor is placed. If you have removed this or any other cut content armor/weapons, I would highly suggest restoring them, because many mods use them.


"Who are you, who do not know your history?"



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

First did you run the mod

Post by chucksteel » Sat Feb 01, 2014 8:28 pm

First did you run the mod through the TTW FO3 Mod conversion process? 


You can find the FNVedit scripts and a guide on how to convert FO3 mods to TTW. here!


TTW does not remove any vanilla forms or items, Some are no longer used such as the .32 ammo and weapons but there still in the main files to prevent conflicts or issues like this. 


Edit: forgot my link surprise



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EnderDragonFire
Posts: 370
Joined: Sat Feb 01, 2014 6:50 pm

Ah thanks, totally forgot to

Post by EnderDragonFire » Sat Feb 01, 2014 8:45 pm

Ah thanks, totally forgot to do that. Should work now.


"Who are you, who do not know your history?"



pucque
Posts: 23
Joined: Fri Aug 15, 2014 3:01 pm

The converter script does not

Post by pucque » Wed Aug 27, 2014 1:11 pm

The converter script does not actually fix things like assigned worldspaces or cells, so mods that simply add cut weapons to Fallout 3 still have their phantom worldspaces (formids starting in 00xxxxxx for example) and assigned placements untouched, so they will never be compatible with TTW without a lot of painful wrangling.


http://www.nexusmods.com/fallout3/mods/1265/ for example, requires over a thousand values to be modified by hand on the first ESP alone, and hundreds for the others.


This is, quite plainly and to put it the most polite way possible, very undesirable. I hope a future version of the converter mod would be more useful in this regard.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

pucque wrote:The converter

Post by TJ » Wed Aug 27, 2014 1:21 pm

[quote=pucque]The converter script does not actually fix things like assigned worldspaces or cells, so mods that simply add cut weapons to Fallout 3 still have their phantom worldspaces [/quote]


Yes it does, and no they don't. If you followed the instructions in the manual everything would be located in the proper worldspace.


These misinformations, quite plainly, are very undesirable. I hope in the future you'll read the manual on the converter mod, so that your information will be more useful in this regard.




In all seriousness: out of everybody that comes to this website I've probably converted the most mods. RoyBatty is probably a close second. We'll both tell you you're wrong on this.


My project Dash is on Kickstarter!



pucque
Posts: 23
Joined: Fri Aug 15, 2014 3:01 pm

TJ wrote:Yes it does, and no

Post by pucque » Wed Aug 27, 2014 1:24 pm

[quote=TJ]Yes it does, and no they don't. If you followed the instructions in the manual everything would be located in the proper worldspace.


These misinformations blah blah blah fart


[/quote]


Except that I actually did follow the PDF to the letter, and what it ends up doing is changing every value EXCEPT the worldspace and cell entries. It's nice if you have location-independent gameplay modification scripts, but not quite for mods that are supposed to be simple loot location placers. I'm not sure if there's been a new version of the script that fixes that issue since 2.0, and if there was, it's not linked in the place where it should be (the thread linked from the FAQ.)



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

Converted one of the plugins

Post by JaxFirehart » Wed Aug 27, 2014 1:25 pm

Converted one of the plugins in the linked mod. It is completely possible. Follow the directions more closely.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

No, you didn't. In fact I've

Post by TJ » Wed Aug 27, 2014 1:28 pm

No, you didn't. In fact I've done this enough to tell you exactly what you've done wrong to cause these 'phantom worldspaces':




  • Open FO3 Mod


  • Add FNV.esm-TTW.esm as masters


  • Sort masters


  • Save and close


  • Reopen


  • Run Conversion script


If you do that ^ The only thing you'll have to fix is .32 / shotgun shell/ and other FO3 specific things. Not broken worldspaces.


My project Dash is on Kickstarter!



pucque
Posts: 23
Joined: Fri Aug 15, 2014 3:01 pm

I've actually tried that with

Post by pucque » Wed Aug 27, 2014 1:40 pm

I've actually tried that with that mod and it didn't actually place them in the Fallout 3 world spaces for me. Here's a problem with a similar mod I have: http://www.nexusmods.com/fallout3/mods/8576/?


The Wasteland worldspace is fine, but basically everything else referenced still has 00xxxxxx values and of course doesn't work ingame. I'm not sure what I'm doing wrong according to the PDF file included or if I should actually use the script in a different state than what it tells me to.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Do what I said above. That's

Post by TJ » Wed Aug 27, 2014 1:44 pm

Do what I said above. That's the whole process with the exception of the final polishing it takes to get it working right, if applicable. For a simple armor placer that's not heavily scripted and doesn't place tons of stuff in game that's the whole process.


The guy that converted that mod wrote the script, and I've used it en masse. It works.


My project Dash is on Kickstarter!



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