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Request: Underground Hideout

General mod discussion and requests.
Deathclawlove
Posts: 56
Joined: Fri Mar 22, 2013 4:12 pm

Request: Underground Hideout

Post by Deathclawlove » Wed Jun 12, 2013 8:11 pm

So I have tried to convert the Underground Hideout mod but it never seems to work. Anyone with more advanced knowledge of this stuff should definitely look at this mod. Thanks!


http://fallout3.nexusmods.com/mods/9592/?



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Did you recompile the scripts

Post by plumjuice » Wed Jun 12, 2013 10:27 pm

Did you recompile the scripts in the GECK? I remember this mod fondly, but it needs FOSE to work, so you need to fix the scripts. In the meantime, you can use the nv version and add an entrance mover tool via console so you can get to it before you go to nv.


Alas, you will not have the awesome weapon wall to gloat over. If I can set aside some free time, I may do this one myself (I really love those walls), but don't hold your breath.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



Deathclawlove
Posts: 56
Joined: Fri Mar 22, 2013 4:12 pm

I didn't recompile because

Post by Deathclawlove » Wed Jun 12, 2013 11:03 pm

I didn't recompile because when loading that esp, the GECK wouldn't load. It always crashes. I'll keep testing, but thanks for the advice and thought of doing it.



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Hmm, do you have the geck

Post by plumjuice » Thu Jun 13, 2013 1:10 am

Hmm, do you have the geck powerup? I'm pretty sure you need it to open mods that have any of the script extender scripts in them. Can't really remember though.


Also, for those who might also be interested, in what specific way did it not work?


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



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

Vanilla GECK WILL open mods

Post by JaxFirehart » Thu Jun 13, 2013 1:55 am

Vanilla GECK WILL open mods that require NVSE, but will fail if you try to edit any scripts.



Deathclawlove
Posts: 56
Joined: Fri Mar 22, 2013 4:12 pm

I would open the GECK, check

Post by Deathclawlove » Thu Jun 13, 2013 2:13 am

I would open the GECK, check the masters and the undergroundhideout.esp, and as it loaded the data it would end up showing the "Program not responding" screen. I didn't have the GECK powerup at the time.


Edit: Got the powerup, still the "not responding" window. Any suggestions?



dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

go to Documents\My Games

Post by dawe1313 » Thu Jun 13, 2013 5:48 am

go to Documents\My Games\FalloutNV and look for GECKCustom.ini. make sure it has this line in it:


bAllowMultipleMasterLoads=1


this allows the GECK to load multiple masters, which all TTW converted FO3 mods have


 



Deathclawlove
Posts: 56
Joined: Fri Mar 22, 2013 4:12 pm

I did that when i first got

Post by Deathclawlove » Thu Jun 13, 2013 1:17 pm

I did that when i first got the GECK. This isn't the first mod I've converted, so it's not like I am doing something wrong. This has been the only mod that never opens in the GECK for me. It's very odd.



agentexeider
Posts: 9
Joined: Sat Jun 15, 2013 10:41 pm

Repost from my other thread.

Post by agentexeider » Sun Jun 16, 2013 5:42 am

Repost from my other thread.


Well, limited success, I managed to get Kor's vault home working perfectly fine, so YAY there, however the Underground hide out works, except two things, the weapons sorter and stocker buttons, and the maniquinns all gang up in the hallway. Other then that it all works, i can build the attachments up on the surface, get guards, etc, it's weird, but really only those two things are borked. I did notice a couple of missing textures, that has big red ! behind the main terminal in the "science" room.


EDIT: btw, yes I have heard the suggestion of, just use the NEw Vegas one, but I like the FO3 version as well, and If I could get that one back and have both, that would be great, they both definately have a top secret "base-y" feeling and being able to have one in each region would feel like a sense of accomplishment and coverage. Plus it would be cool using the teleport modules of each one to TP directly from one base to another :D So if this mod can be fixed, I am totally in support of that. Hear Hear!!!!



"I suppose I could part with one and still be feared."



Gilibran
Posts: 12
Joined: Sat Dec 08, 2012 2:00 pm

I would also love to see this

Post by Gilibran » Fri Oct 18, 2013 11:28 am

I would also love to see this mod for TTW & being compatible with the Vegas bunker. I converted it for TTW 1.4 but there were issues with the terminal in the wasteland bunker and the mannequins doing crazy stuff like following me around and popping up every where after loading in and out of buildings etc. I have tried to convert it for the latest TTW but ran into the same problems as above where it will not load into the GECK. I've read through all the TTW conversion topics and used the powerup but no go. So now i'm just using the entrance movement tool to gain acces tot the Mojave binker from The Capital Wasteland.


It did give me an idea but since i'm not a modder at all, though i manage to get simple things done in the GECK like changing NPC's, scripting and building just is'nt my cup of tea.


Here is the idea which no doubt will take quite some work but might be just the thing it needs:


The bunker entrance in the Capital Wasteland simply moves you to the bunker in the Mojave where you get the New Vegas options to gain entrance to it. This way you do not have to travel outside into the Mojave at all while going through the FO 3 part. It would be great if the Capital wasteland outside upgrade features would still be available through a terminal in the Vegas bunker.


I understand this does have some major immersion issues for some, but from a practical pov once you finished FO 3 and move to New Vegas you do not have to haul all your stuff over.


Only thing that needs some extra thought is exiting. Make 2 doors, one to the Wasteland & one to the Mojave or if possible, script it so that as long as you have not finished FO3 you will always end up in the Capital Wasteland and once the Doc Mitchell part is over the exit always takes you to the Mojave.


Lots of issues, but perhaps it inspires a more talented modder then i am :-)


 


 


 



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