The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

Can no longer convert mods in FNVedit?

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
Redisopel
Posts: 68
Joined: Thu Oct 18, 2012 1:33 pm

Can no longer convert mods in FNVedit?

Post by Redisopel » Sun Aug 04, 2013 3:56 pm

Well something happened in which I can no longer move the masters or change any thing with the Masters in the header part of the mod I'm trying to convert, The last mod I did was MMM increased spawns and  MMM Zone Respawns. Both mods work as far as I'm aware with no problems. But after I did those two I can no longer accesses the file header, any one else run into this or have a fix?


You do not have the required permissions to view the files attached to this post.

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

Did you at some point tell it

Post by JaxFirehart » Sun Aug 04, 2013 6:21 pm

Did you at some point tell it to "Hide no conflict rows"? Other than that, sometimes closing and reopening FNVEdit will fix that.



Redisopel
Posts: 68
Joined: Thu Oct 18, 2012 1:33 pm

Yes I did... I have to switch

Post by Redisopel » Sun Aug 04, 2013 7:37 pm

Yes I did... I have to switch it back and it's fixed?.......30 seconds later........ Duh, Iser getting smater buy the Day!!!, Thanks Jax can't believe I missed that, just spent a whole day trying to figure this out why it wouldn't work!!!



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

Did it myself plenty of times

Post by JaxFirehart » Sun Aug 04, 2013 9:17 pm

Did it myself plenty of times


Still do on occasion



Redisopel
Posts: 68
Joined: Thu Oct 18, 2012 1:33 pm

Jax one more question For

Post by Redisopel » Sun Aug 04, 2013 10:42 pm

Jax one more question For AWOP for Fallout 3 what's wrong with it and what all has to be done just to make it work? Wondering if it's something I can do/help out with?



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

Nothing is wrong with it, it

Post by JaxFirehart » Sun Aug 04, 2013 10:48 pm

Nothing is wrong with it, it converts completely fine using the conversion script, but there are minor issues such as the use of .32 ammo and Super Mutants being invisible. I haven't even looked at it in 6 months and I don't remember its state.



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

i have the same problem as

Post by paragonskeep » Mon Aug 05, 2013 2:22 am

i have the same problem as was first mentioned. I even reinstalled FNV Edit but still not working.


I can't find the "hide no conflicts" I've checked all that I know and everything should be visible but I can not sort masters.


Any advice is greatly appreciated.


Thanks


If life is but a test, where's the damn answer key?!?!?

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

The fnvedit window is split

Post by JaxFirehart » Mon Aug 05, 2013 2:35 am

The fnvedit window is split into two panes, right click anywhere in the right pane and you should get a list of options, one of which is "Hide no conflict rows"


MAke sure that is NOT checked.



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

Jax,

Post by paragonskeep » Mon Aug 05, 2013 3:56 pm

Jax,


You're a genius and thank you. I think that may have fixed things. Wasn't showing up before or maaybe I need new glasses


If life is but a test, where's the damn answer key?!?!?

Redisopel
Posts: 68
Joined: Thu Oct 18, 2012 1:33 pm

Jax, After I converted it and

Post by Redisopel » Mon Aug 05, 2013 10:03 pm

Jax, After I converted it and ran the script I always got a instant crash on start up, After trying the 30th plus time the only thing I changed was what I had for masters, Rather than having all of the masters required my TTW I just added Fallout NV and TaleOfTwoWastelands and sorted properly.  Worked after that??? As for the Super mutant fix what does a guy do to fix that? the 32 ammo and so I understand that.



Post Reply