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Bittercup companion

General mod discussion and requests.
Bashis
Posts: 29
Joined: Fri Dec 07, 2012 6:07 pm

Bittercup companion

Post by Bashis » Fri Apr 19, 2013 6:10 pm

ive sat here trying to convert this one for about a day, and no matter how many times i try, whenever the ttw conversion script is ran the dialog topics are flooded with errors and bad references.


for example, before the conversion the whole hello topic is in 0a, fallout 3's slot, it recognized the sub-topics under hello, as being new records over fallout 3, but not hello itself, which is considered a new entry, since ttw makes fallout 3's hello a 00.


i run the script then hello becomes a 00, and in nvedit shows all the other mods with hello entries, like it should, but then the topics below it that were once recognized by fallout 3 become new entries, no longer linkin them to their respective quests.


so i dont run the conversion and the topics arent recognized, i do run it and the subtopics get filled with "could not resolve" an get made into unrecognized formid's, and i dont have the know-how to fix that so im putting in a request for someone who does know these things to convert it.


http://fallout3.nexusmods.com/mods/11054



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Did you do the first step of

Post by Senterpat » Fri Apr 19, 2013 7:03 pm

Did you do the first step of adding and sorting the master before the script?


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Bashis
Posts: 29
Joined: Fri Dec 07, 2012 6:07 pm

yes

Post by Bashis » Fri Apr 19, 2013 7:25 pm

yes



Nachel
Posts: 6
Joined: Thu May 02, 2013 4:17 pm

Try that on for size. It's

Post by Nachel » Sun May 05, 2013 2:10 am

Try that on for size. It's based on the "BITTERCUP FULL" version. I did a quick test run with it and had no problem. The conversion script worked like a charm. I just edited a few things in xEdit and the GECK: removed what looked like a dirty edit of a weapon, updated Bittercup's Magnum and made it use companion ammo, and updated Chrome Hamster's EndingBinksScript to accomodate for Broken Steel (I can provide the unedited conversion if you prefer). xEdit doesn't recognize some variables defined in the mod's custom scripts (Waiting, Hired, etc.) and so spews out a few error warnings but it didn't seem to impact anything.



Banjo
Posts: 32
Joined: Fri Apr 19, 2013 7:05 am

I've been working on my own

Post by Banjo » Sun May 05, 2013 8:12 am

I've been working on my own slightly expanded version of Bittercup (as a companion) for FO3 while I was waiting to be able to play TTW.


Now I can play, would it be much work to get the finished FO3 mod I made running with TTW too? I've a fair bit of experience modding (though by no means an expert!) but haven't attempted converting anything so far. I'm also interested in what Nachel said about Broken Steel compatibility, as I'd love to make my own Bittercup as rich an experience as possible since she's one of my favourite Fallout characters of all time! :)



Nachel
Posts: 6
Joined: Thu May 02, 2013 4:17 pm

I had to update Chrome

Post by Nachel » Sun May 05, 2013 10:14 am

I had to update Chrome Hamster's  FO3 ending sliders script because he modified it to include a race he created (but that wasn't included in that version of his Bittercup mod, at least not under the name he used as a parameter :-/). Unfortunately, his new script was based off FO3's script, which makes the game end (ExitGame), and overrode Broken Steel's version, which uses the ending sliders to allow the game to continue and set up the expansion of the main quest. That's the only thing that made incompatible with Broken Steel. So if your own mod doesn't override that particular record, it's a pretty safe bet it is compatible with Broken Steel.


As for how easy it'd be to get it running with TTW, I'd suggest you simply try and convert it as explained here and take a look at it in xEdit to spot any critical conflict or oddities (such as ammo types TTW does without or weapons without ironsights data). If you haven't gone crazy modifying cells or giving Bittercup shiny things you should be fine. I'm far from being an expert on that sort of things myself, but I'd say if your companion mod runs fine in FO3 it should run fine in TTW too without much work at all.


Now, if you want to integrate it seamlessly to the FNV part of TTW, you need to tamper with the scripts that check for followers (but there aren't that many), and you should check that your dialogue to boss Bittercup around (switch to melee/ranged, follow me/wait and so forth) supports the companion wheel.


Looking forward to trying your mod out :-)



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

Should be able to apply the

Post by TJ » Sun May 05, 2013 12:43 pm

Should be able to apply the conversion script like any other fallout 3 mod.


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Banjo
Posts: 32
Joined: Fri Apr 19, 2013 7:05 am

Thanks! Just tried it and it

Post by Banjo » Sun May 05, 2013 1:06 pm

Thanks! Just tried it and it seemed to work without errors... testing now! :)


EDIT: Well, it SORT of works.


I've got characters doing that "move without animating" bug but not sure if that's caused by the converted mod or just Fallout being buggy as usual. Will have to try with a new game to be sure.


As to problems with the mod, the main issue is that now there's a Companion Wheel, its causing issues with a custom script to exit and then re-initiate dialog (broken) as well as.


Also, because I've given her an unplayable special weapon, I noticed that the Wheel doesn't recognize it (when you try to change melee/ranged, it just says "Lead Pipe"). In fact, using the wheel even fails to open her inventory (while her custom dialog when "joined" works fine for that).


I'm thinking that companion mods need a lot more post-conversion attention to set them up for the Companion Wheel in FNV, right?


I tried the alternate mod (that changes her appearance too) and noticed similar issues (Wheel can't "detect" her unplayable weapon, for example) but since what works in that one works in mine, at least it seems I'm on the right track here!


Side-note: I initially had none of the custom voice files playing, but fixed that by changing the folder name since Bittercup uses a different voice ID in TTW!


 



rockitten
Posts: 139
Joined: Mon Oct 14, 2013 4:40 am

Just want to know if anyone

Post by rockitten » Wed Mar 05, 2014 8:19 pm

Just want to know if anyone trying this mod on TTW2.4, her hair got a big red triangle (missing a mesh?) and her eye was a purple hole (missing texture?)......


 


The big red triangle is surely from the hair as it is gone when she wears a hat.......



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

What changes did you make to

Post by retlaw83 » Sat Jul 05, 2014 10:55 pm

What changes did you make to Nessa's version?


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



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