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Question about Kor's Vault and Underground hideout mods

General mod discussion and requests.
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agentexeider
Posts: 9
Joined: Sat Jun 15, 2013 10:41 pm

Question about Kor's Vault and Underground hideout mods

Post by agentexeider » Sat Jun 15, 2013 10:51 pm

I was wondering if these mods will work with TTW? Since these just add new locations but nothing new in terms of functionality, I was wondering if they will work outright or do they need to be converted?


 


If they need to be converted I have attached them for your convienance.


EDIT:


Kor's Vault Home Nexus Page


Underground Hideout Nexus Page


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



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

Wrong section. This should go

Post by JaxFirehart » Sun Jun 16, 2013 2:07 am



  1. Wrong section. This should go in Mod Requests. Moved.


  2. "If they need to be converted I have attached them for your convienance." For OUR convenience? I don't even see you ASKING anybody to convert it, simply asking if it needs to be converted. Instead of posting and expecting someone to do it for you, try asking politely, or even learning to do it yourself.


  3. All FO3 mods need to be converted, which you would know if you had read the FAQ.


  4. You uploaded mods that do not belong to you without showing that the author's gave you permission to do so, I assume they have not. Show some respect and link to the original mod page (Risewild already did that for you).



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Please do not put direct

Post by Risewild » Sun Jun 16, 2013 2:09 am

Please do not put direct access to files from other people devil, use the nexus links instead (or any other link to the creator authorized page containing the files).


I know you were just being helpful and I don't want you to feel bad about my editing, I am not mad or anything wink, I am just informing laugh.


I can't help with the Kor's Vault, sorry sad


About the Underground Hideout, have you tried out the NV version of it instead of the FO3? You can find it Here and if you don't want to wait until you reach NV to use it you can also try the Underground Hideout NV Entrance Tool Cheat, it says it will give you the tool to place the entrance in your inventory as soon as it is enabled, you can find it Here .


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

JaxFirehart wrote:

Post by agentexeider » Sun Jun 16, 2013 3:47 am

[quote=JaxFirehart]




  1. Wrong section. This should go in Mod Requests. Moved.


  2. "If they need to be converted I have attached them for your convienance." For OUR convenience? I don't even see you ASKING anybody to convert it, simply asking if it needs to be converted. Instead of posting and expecting someone to do it for you, try asking politely, or even learning to do it yourself.


  3. All FO3 mods need to be converted, which you would know if you had read the FAQ.


  4. You uploaded mods that do not belong to you without showing that the author's gave you permission to do so, I assume they have not. Show some respect and link to the original mod page (Risewild already did that for you).


[/quote]


holy cow man, rage much? I was asking a simple question. I didn't ask for anyone to convert it because I figured they were busy enough with the huge list of mods I see that people are currently working on. I put the files there so as to save time so people wouldn't have to go track them down on a website, some people have to think about bandwidth limitations.


[quote=Risewild]


Please do not put direct access to files from other people , use the nexus links instead (or any other link to the creator authorized page containing the files).


I know you were just being helpful and I don't want you to feel bad about my editing, I am not mad or anything , I am just informing .


I can't help with the Kor's Vault, sorry


About the Underground Hideout, have you tried out the NV version of it instead of the FO3? You can find it Here and if you don't want to wait until you reach NV to use it you can also try the Underground Hideout NV Entrance Tool Cheat, it says it will give you the tool to place the entrance in your inventory as soon as it is enabled, you can find it Here .


[/quote]


Roger on the links, sorry bout that. Second, I was hoping to be able to use both of Danthegeek's fallout homes in both areas, I have played with both and am excited on the prospect of having both bases, I like using Kor's Vault home as well. I wasn't sure the exact nature of all the changes, I didn't realize the complete differences between the engines.


Now, in regards to the mods, in your professional opinion, if I follow the conversion instructions do you forsee any complications, should it convert over or is there going to be a problem with it that is beyond the simple conversion. If that is the case, Who or Whom should I talk to? who has experiance in converting mods that add new locations?


thank you in advance for any assistance you can provide.



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



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

Well, limited success, I

Post by agentexeider » Sun Jun 16, 2013 5:41 am

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. I see there is another thread about this so I will report my findings there.



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



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

agentexeider wrote:

Post by TJ » Sun Jun 16, 2013 12:42 pm

[quote=agentexeider]


holy cow man, rage much? I was asking a simple question. I didn't ask for anyone to convert it because I figured they were busy enough with the huge list of mods I see that people are currently working on. I put the files there so as to save time so people wouldn't have to go track them down on a website, some people have to think about bandwidth limitations.


Æ


[/quote]


A bit disrespectful aren't we?


My project Dash is on Kickstarter!



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

tjmidnight420 wrote:

Post by agentexeider » Mon Jun 17, 2013 2:40 am

[quote=tjmidnight420]


[quote=agentexeider]


holy cow man, rage much? I was asking a simple question. I didn't ask for anyone to convert it because I figured they were busy enough with the huge list of mods I see that people are currently working on. I put the files there so as to save time so people wouldn't have to go track them down on a website, some people have to think about bandwidth limitations.


Æ


[/quote]


A bit disrespectful aren't we?


[/quote]


Only giving back what I received in the first place. wink


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



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Yeah, but you were giving it

Post by Gribbleshnibit8 » Mon Jun 17, 2013 4:07 pm

Yeah, but you were giving it to the boss man. Not a great idea, and he had valid points. You did go ahead and do it yourself after all, so there's that.


For your two issues. Did you go back in after converting it, load the mod in GECK, and go through each script re-saving and fixing any issues that are reported as you save? If not you should do that, which should fix any issues. The scripts will not work if they reference an object that doesn't exist anymore.



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

Gribbleshnibit8 wrote:

Post by agentexeider » Wed Jun 19, 2013 7:26 am

[quote=Gribbleshnibit8]


Yeah, but you were giving it to the boss man. Not a great idea, and he had valid points. You did go ahead and do it yourself after all, so there's that.


For your two issues. Did you go back in after converting it, load the mod in GECK, and go through each script re-saving and fixing any issues that are reported as you save? If not you should do that, which should fix any issues. The scripts will not work if they reference an object that doesn't exist anymore.


[/quote]


True on the points, but there was a nicer and more respectful way it could of been delivered, which is MY point, and as for the fact that he is an Admin, that if anything means he should lead by example. Authority should never be used as a cudgel. Now I'm willing to just file it under he might of been having a bad day or something and I have forgotten it. As far as the mods, Kor's converted fine, I don't think he added's any functionality that wasn't already in the game, Danthegeek's I think also converted fine, i realized I was confusing this version for the NV version that has a button that literally and dramatically stocks the ammo shelves to the brim. The way the FO3 version works it stocks from your ammo stocks you have in the sorters in the back, which work fine by the way, I may just have to stock them manually, which is what I think I did last time.


the only REAL issue with the danthegeek's underground hideout I am having is the damn manniquinns standing int he hallway instead of their appropriate cubbies, so I have to no clip through them.


EDIT: BTW, Love your Avatar.



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



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