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Suppose I found a mod for FNV and FO3

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CokeVoAYCE
Posts: 2
Joined: Fri Jun 02, 2017 12:56 am

Suppose I found a mod for FNV and FO3

Post by CokeVoAYCE » Fri Jun 09, 2017 6:50 am

Supposed I found a mod that was made for FO3 and it was converted to FNV, or I found a mod for FNV that was converted to FO3. Would that confirm that the mod would work for TTW, since they worked for both FO3 and FNV. If so, should I install the FNV or the FO3, and if not explain why. Thanks. 



H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

NV mods are more likely to

Post by H1ms3lf » Fri Jun 09, 2017 7:31 am

NV mods are more likely to work, but theres no guarantee that a mod will always work on TTW. Read this post to better understand why.


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

CokeVoAYCE wrote:

Post by Mystical Panda » Fri Jun 09, 2017 10:54 am

[quote=CokeVoAYCE]


 


Supposed I found a mod that was made for FO3 and it was converted to FNV, or I found a mod for FNV that was converted to FO3. Would that confirm that the mod would work for TTW, since they worked for both FO3 and FNV. If so, should I install the FNV or the FO3, and if not explain why. Thanks. 


[/quote]


It really depends on what data the FNV mod utilizes. In some instances, and I'm not up to speed on the latest version (3.0), some things just didn't exist in F03 (like the companion wheel) so that functionality didn't work. So, with the TTW version I'm using (2.9.x- if I remember that correctly), TTW didn't add that functionality by itself to the FO3 side- I think Roy and/or others on the TTW team were working on a separate "mod" for that.


There's a post here you can check (sorry I didn't get a chance to look it up for you) that basically explains what types of mods would generally work for both outta the shoot, and what types will need a TTW "conversion" (of sorts) before it'll work on the FO3 side. Theres an xEdit script you can run against a FO3 mod to "programatically" convert it, but more complex mods that have scripts will more than likely require more work (checking the scripts individuall and making sure each one works on the FNV side of things- an FO3 mod might look to FO3 specific data that has changed or is used differently in the FNV engine- that kinda thing).


There's quite a bit of data to convert to get FO3 onto FNV (esp, esm records needed new fields added, and EDID's needed to be renumbered, etc.,.), and the team did a great job; it takes time to cover all the bases, and from what I could tell they did pretty much that, though some are still on their bucket list. From the outside looking in, it would seem at a glance, yes, all things are compatible- heck, FO3 is running in my game now!, but it's more complicated than that; though it's part of the overall TTW goal, it takes time to get there.


I like playing FO3 in the FNV engine with TTW because it seems more stable and it's an updated engine (as compared to FO3), plus it makes the overall "world" seem more vast now I can move seemlessly between the two; hang out the capital wasteland, get bored, head over to the Mojave... and vice versa.


Hope that helps some! Good luck with your modding!



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