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TTW - Tale of *Three* Wastelands?

General discussion of Tale of Two Wastelands
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Dead Sirious
Posts: 105
Joined: Tue Nov 19, 2013 5:37 am

How does one perform the

Post by Dead Sirious » Mon May 30, 2016 12:49 am

How does one perform the process, Ret? I'm curious to try it out on a few npcs
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TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

You could see if this works.

Post by TrickyVein » Mon May 30, 2016 2:47 am

You could see if this works.


Sometimes... apparently it doesn't


 






retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

What I did was load up the NV

Post by retlaw83 » Mon May 30, 2016 3:56 am

What I did was load up the NV esm in FNVEdit, then I found Veronica's NPC entry, factions, AI packages, voice type and race. I then copied that to a new plugin.


Once the new plugin was created, I edited the header to point to Fallout4.esm instead of FalloutNV.esm, then saved it.


I then moved the plugin to the Fallout 4 folder and opened it in FO4Edit. I then copied the contents of the plugin to a new plugin and saved it, as the CK cannot read the version number of esps generated by NV.


Then I loaded the plugin I had made up into the CK and embarked on a journey of discovery and disappointment.


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retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

That guy is completely

Post by retlaw83 » Mon May 30, 2016 3:23 pm

That guy is completely remaking the Mojave from scratch. I'm interested to see how it turns out, but it sounds like it's the sort of endeavor that will lead to the type of madness you find in a super villain origin story.


30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

I can't tell if he's using

Post by TrickyVein » Mon May 30, 2016 7:42 pm

I can't tell if he's using the original heightmap or not, but all I can say is that he's going to have a bad time if he isn't. It's seemingly a lot of work for a short amount of time at least since the CK has been in Beta. 


Personally, and I feel the same way about all of the assets from Fallout 3 in NV which are so recognizable as belonging in DC, simply reusing the Commonwealth's building sets is just going to transplant the Commonwealth into whichever area they're used, not create something with its own identity.


This may not be as much of an issue, trying to remake something from NV in 4 since Fallout 4's kit pieces are much more modular and can be put together in new ways.



tact
Posts: 109
Joined: Sat Oct 05, 2013 1:05 am

Another thing to be aware of,

Post by tact » Thu Jun 09, 2016 2:31 pm

Another thing to be aware of, Nafnaf has made the exterior of vault 101 using fo4 assets and is considering expanding on it: https://www.reddit.com/r/FalloutMods/comments/4n6kf9/fo4vault_101_entrance_in_fallout_4/


Not much I know, but reinforcing the idea that this project would be possible albeit tedious and lengthy. 



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zilav
Gary
Posts: 225
Joined: Tue Apr 09, 2013 4:03 pm

I admire his/her project, but

Post by zilav » Tue Jun 28, 2016 9:45 am

I admire his/her project, but it is not a TTW type mod content and scale wise.



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

Not sure what you're

Post by TrickyVein » Tue Jul 26, 2016 1:08 am

Not sure what you're referring to.


If it's another project where a select area from Fallout 3 is being remade from scratch in Fallout 4, then that's all it will ever be. 



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

I don't think anyone has

Post by RoyBatty » Tue Jul 26, 2016 1:28 pm

I don't think anyone has tried yet. It's possible, but tons of work.


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tact
Posts: 109
Joined: Sat Oct 05, 2013 1:05 am

As someone who's played the

Post by tact » Sun Aug 28, 2016 4:14 pm

As someone who's played the nuka world dlc, there is a new vegas feel in it, as well as easily re-purposable assets. Is there no hope for a t3w, even just recreating the worldspaces?



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