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[REQ] Compatibility patch for Arwen's NV Realism Tweaks and TTW

General mod discussion and requests.
taro8
Posts: 18
Joined: Fri Jul 05, 2013 4:16 pm

[REQ] Compatibility patch for Arwen's NV Realism Tweaks and TTW

Post by taro8 » Fri Jul 05, 2013 4:59 pm

I would like to request compatibility patch so Arwen's NV Realism Tweaks will work in TTW. The most important part is so the initialization quest starts after exiting vault 101. The quest is initialized by script named "ArwenInitQuestScript" it would need to be changed so it checks for CG04 (Escape!) completion instead of VG01 (Ain't that kick in the head). I tried myself, but I could not save the edited script.


I also know that medical supplies vendors need to be added to the MedTecSuppliesQuest list.


If there is already a compatibility patch then please give me a link.


Please, make it fast if possible as I just refuse to play Fallout New Vegas without Arwen's tweaks, it just makes the game so much more enjoyable for me.


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

A conversion of something

Post by plumjuice » Fri Jul 05, 2013 5:33 pm

A conversion of something like Arwen's could take a while. Not saying it wont happen, but I'm pretty sure Arwen did some fancy scripting in one or two of the modules that might need a little more than saving in the CK.


I never used it myself, but I checked it out a long time ago and it looked pretty neat, so hopefully someone else wants it enough to do it themselves.


I would suggest though, that you divorce yourself from mod your dependency. I have it for PN and WMX (which luckily both work pretty seamlessly with TTW) but TTW is still in alpha and it is recommended that you do not use mods for best stability outcomes.


Not that anyone (myself included) listens to that warning :D


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



taro8
Posts: 18
Joined: Fri Jul 05, 2013 4:16 pm

I did some research and thats

Post by taro8 » Fri Jul 05, 2013 5:38 pm

I did some research and thats how i found out what exactly needs to be changed. Of course Im not 100% convinced by random forum post I read, but after checking through geck I found myself beleiving that what was written. The guy who did his own conversion said that after changes, I mentioned, Arwens mod runs very smoothly.


Besides arwen was very through with the mod and it is compatible even with the My First Infirmary. It helps that Beth just took F3 and made new game without changing removing anything really.



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

So you've gone through all

Post by TJ » Fri Jul 05, 2013 7:10 pm

So you've gone through all the trouble of finding out what needs to be changed to make it work, but came here to ask someone else to do it instead of taking the extra 2 seconds?


My project Dash is on Kickstarter!



taro8
Posts: 18
Joined: Fri Jul 05, 2013 4:16 pm

I wrote:

Post by taro8 » Fri Jul 05, 2013 7:39 pm

I wrote:


"I tried myself, but I could not save the edited script."


I dont know why, Im not good with geck. Yeah, I also tried using setstage command, but it didnt work either.



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

taro8 wrote:

Post by TJ » Fri Jul 05, 2013 9:35 pm

[quote=taro8]


I wrote:


"I tried myself, but I could not save the edited script."


I dont know why, Im not good with geck. Yeah, I also tried using setstage command, but it didnt work either.


[/quote]


My bad, didn't catch that. In that case You'll need to be running NVSE and have downloaded the GECK PowerUp off Nexus. You'll need to launch NVSE with the '-editor' modifier (should have instructions either with the GECK PU or NVSE itself, don't recall) then simply try to compile (save) the script. It'll tell you where the issues are.


My project Dash is on Kickstarter!



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

as funny as I found your

Post by chucksteel » Sat Jul 06, 2013 12:39 am

as funny as I found your comment TJ he did say he tried. yes



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

I usually just skim through

Post by TJ » Sat Jul 06, 2013 6:22 am

I usually just skim through most forum posts... Would have tried to be more helpful had I noticed that originally....


My project Dash is on Kickstarter!



taro8
Posts: 18
Joined: Fri Jul 05, 2013 4:16 pm

Thanks for the info about

Post by taro8 » Sat Jul 06, 2013 11:08 am

Thanks for the info about NVSE run geck. I completely forgot that I could do that. I actually did something similar in the past, but it was quite some time ago. I will give it a shot later as now Im making CASE 2 and Caliber X compatible with each other AND with ammo rarity system introduced in PN. Thank the heavens for FNVEdit.



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

taro8 wrote:Thank the heavens

Post by TJ » Sat Jul 06, 2013 11:11 am

[quote=taro8]Thank the heavens for FNVEdit.[/quote]


I'll second this. If it could compile scripts I'd quit using the GECK.


My project Dash is on Kickstarter!



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