I'm sure most folks trying to convert FO3 mods to TTW have run into this - you change the header version, add the masters, sort the masters, then run the TTW Conversion Script... only for it to error out with the message "Overflow while converting variant of type (LongWord) into type (Integer)". I ran across it just today while trying to convert celticgirl's Ham Radio mod. This might be an excellent chance to figure out this error. The mod in question has twenty sound records that don't need conversion, a script that doesn't need conversion, and one activator override that needs conversion, but errors out instead.
The activator has a form id of 0a02942e, which is the Fallout 3 HamRadio01, but this no longer exists - it's now in Fallout New Vegas and should get converted to 2942e. There is an entry in the csv file line 74
ACTI,Fallout3.esm,0x02942E,HamRadio01,HamRadio01,FalloutNV.esm,0x02942E
I don't know enough about how the script works with the csv file to figure out what the problem is, but there clearly is an issue here. I can change the form id by hand in xEdit, but clearly the conversion script should handle this. Editing the activator entry by hand allows the mod to work just fine since it's the only thing that needed changing.
The Ham Radio mod can be found here: http://www.nexusmods.com/fallout3/mods/22303/?
TTW Conversion Script error
- jlf65
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TTW Conversion Script error
- RoyBatty
- Gary
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The activator should have
The activator should have formid 0602942E , are you adding the crap packs as masters?
The problem here is the plugin has been corrupted, likely with TESSnip. There is 4 bytes where there should only be 1 in some part of the form.

- jlf65
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I add everything that's
I add everything that's "required" as specified by the mod conversion page - FNV and DLCs, FO3 and DLCs, and TTW. I don't add the PreOrder Packs. The mod tests fine in FO3Edit, and the last time I tried to resave a mod with this issue from GECK, it made no difference. I think it's more to do with the fact that the activator shows with a form ID of 0a02942e instead of 0602942e that is causing the trouble, not any shortening. It showed that value before doing anything to the mod, and still has that value after adding masters, sorting masters, and running the script (both with and without restarting xEdit before running the script).
If you have a suggestion on something more to look into, I'll do it. Is there a debug version of xEdit that gives more info while running scripts? That would be the most handy thing here.
- RoyBatty
- Gary
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It's 0602942E here, so I don
It's 0602942E here, so I don't know what you are doing wrong, as it's working perfectly fine on my end.
Did you delete the .nam files from your \Data folder? They force the crap packs to be loaded in game and GECK.
Is your load order correct in FNVEdit when you are running the conversion script?
You also don't use a mod manager right? That can present a problem, you need something to sort the load order. It is not done by plugins.txt but by time stamps on the files, last modified date iirc.
I am just guessing here what your issue could be.
I converted the file for you here in a couple of minutes and fixed the error in the script that was starting the name with 00 (not a good idea).

- jlf65
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I do use a mod manager, I
I do use a mod manager, I just install by hand. Yes, the load order is correct, but no, I didn't delete the NAM files as I don't remember reading anywhere that says to do so. I shall do that post-haste. I'll try it again after deleting them to see if that was the issue. Thanks for posting your conversion anyway.
EDIT: Okay, I figured out what I was doing wrong. When you said to make sure the crap packs weren't enabled, you meant in xEdit, not GECK. I was making sure they were off in GECK, and not ADDING them as a master in xEdit. I normally run xEdit with all the mods I use on so I can see all conflicts. When converting a mod the first time, I need to turn EVERYTHING off, turn on only the TTW required esms, and just the mod to convert. That worked without giving an error. I think the conversion tutorial could be a little more clear on this point. Okay, I'm going to go try this on a couple other mods that gave me the same error.