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Installation aborted- can't understand why

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Mike_Hancho wrote:

Post by Risewild » Mon Apr 21, 2014 3:15 am

[quote=Mike_Hancho]


I re-downloaded all those that last time I tried and most said the version I had installed was newer than the one I downloaded, so I'm pretty confident I have all the required programs installed.[/quote]


That might be the problem, since it says you have a newer version it will not install the older ones, if it doesn't install the older ones then they are missing. So to install the older ones you have to remove the one you have and then install all of them by order of older to most recent. The thing about needing all of those old ones is because the newer version is missing some stuff that exists in the older versions and you need that stuff to run the installer properly.


Hope this helps smiley.


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Mike_Hancho
Posts: 13
Joined: Sun Apr 13, 2014 4:35 pm

Quick update: It's working!

Post by Mike_Hancho » Tue Apr 22, 2014 3:59 am

Quick update: It's working! It's been an ordeal, but I just left the Vault. I had to reinstall Steam, get a new copy of FO3 and ultimately install everything manually because NMM would stop responding every time I tried to install the main FOMOD with it. But fortunately I remember the old days when we had to install everything manually so that part was easy. I guess the installer didn't like my  other version of FO3 because it ran correctly the first time with the new Steam version I downloaded last night. It sucks because I have to go to bed and I want to play for a while!


Anyway, thanks for you guys help.


MH



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

I'm glad it is working for

Post by JaxFirehart » Tue Apr 22, 2014 4:05 am

I'm glad it is working for you.


I gotta say, I was terrified when you said you were buying it on steam, if it didn't work I would have felt like a huge turd.


Happy travels.



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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

Glad everything worked out

Post by KeltecRFB » Tue Apr 22, 2014 4:55 pm

Glad everything worked out for you Mike!  The New Bison Steve Hotel is in my TTW load order.


"Si vis pacem, para bellum!"

Mike_Hancho
Posts: 13
Joined: Sun Apr 13, 2014 4:35 pm

KeltecRFB wrote:

Post by Mike_Hancho » Tue Apr 22, 2014 5:18 pm

[quote=KeltecRFB]


 


Glad everything worked out for you Mike!  The New Bison Steve Hotel is in my TTW load order.


[/quote]Awesome! Glad to know it works. Did you have to do anything to it, or is my regular mod compatible as it is? Sorry for the noob question, but I am in fact a TTW noob! But I'm very much looking forward to what may be my final romp through both games.



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KeltecRFB
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Joined: Mon Aug 19, 2013 7:54 pm

Since we are using the FNV

Post by KeltecRFB » Tue Apr 22, 2014 8:21 pm

Since we are using the FNV Gamebryo engine, no changes have to be made unless you want to move it to CW, then you need to use the Geck.   Now when you convert a FO3 mod to FONV, you need to run it through FNVedit, add all of the masters, sort them, and apply the script.  If errors remain after the script or you want to change it any way, it will require a run through the Geck.  


"Si vis pacem, para bellum!"

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Nah, we'll talk you into

Post by TJ » Tue Apr 22, 2014 8:23 pm

Nah, we'll talk you into making some kick ass across the wasteland type mods. You got it working, you're stuck with us now. cool


Bison Steve should be compatible for the most part, but vanilla NV does overwrite some vanilla FO3 items. If you didn't use any of those you're good. If you did it might have inadvertently broken something.


My project Dash is on Kickstarter!



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KeltecRFB
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Joined: Mon Aug 19, 2013 7:54 pm

And what TJ said above ... :-

Post by KeltecRFB » Tue Apr 22, 2014 8:30 pm

And what TJ said above ... :-)


"Si vis pacem, para bellum!"

Mike_Hancho
Posts: 13
Joined: Sun Apr 13, 2014 4:35 pm

He, he, thanks guys. My goal

Post by Mike_Hancho » Tue Apr 22, 2014 10:28 pm

He, he, thanks guys. My goal tonight is to get NVSE, the 4GB launcher, GECK and GECK power up and running. If that goes smoothly I want to get Sortomatic converted to TTW and try a test home to see how it works in the CW. You can rest assured if I get it working, I'll either be building a new CW Sortomatic home or convert one of my other mods to it for release. :P



jaassu
Posts: 58
Joined: Mon Feb 18, 2013 1:14 pm

Getting New Vegas mods to

Post by jaassu » Wed Apr 23, 2014 5:06 pm

Getting New Vegas mods to work with TTW is very easy, one only needs to add the required TTW masters with FNVEdit and its ready. Fallout 3 mods need at least running the TTW conversion script in FNVEdit also.



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