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Question about Mod Compatability

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Jezz_X
Posts: 33
Joined: Fri Feb 06, 2015 5:43 pm

Question about Mod Compatability

Post by Jezz_X » Wed Feb 18, 2015 9:20 am

Do all mods need to be converted to work properly with TTW or is it just mods that effect default gameplay items?


For example all the Someguy series like New Vegas Bounties that's totally meant to just operate in the new vegas section of the map


Another example would the Mobile Truck base mod work perfectly fine with TTW and you only need the TTW specific version to actually get the van in the DC wasteland else it would just work like default once you get to New Vegas part of the map.


Basically I'm asking has TTW changed the way all mods interact with FNV or just the ones you want to effect the DC area as well?


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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Only Fallout 3 mods need

Post by RoyBatty » Wed Feb 18, 2015 9:23 am

Only Fallout 3 mods need conversion. Most NV mods should work fine provided you make a merge patch. Some may require compatibility patches.


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paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

Vegas mods will work with TTW

Post by paragonskeep » Thu Feb 19, 2015 6:36 am

Vegas mods will work with TTW as they are unless they repurpose Fallout 3 assets. So any of the major FNV overhauls will probably not work.


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TsurudaHimeko
Posts: 176
Joined: Wed Dec 17, 2014 11:17 am

I think too complex NV mods

Post by TsurudaHimeko » Thu Feb 19, 2015 6:57 am

I think too complex NV mods such as FOOK-PN conv/Arewns Realism/NVEC are not working for TTW? And perf mods like PotG BGF are not working with TTW as well. Hope someone teach me how to convert PotG. Tommy gave a permission

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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Those mods don't work because

Post by RoyBatty » Thu Feb 19, 2015 10:19 am

Those mods don't work because they repurpose/overwrite leftover F3 records that TTW needs.


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