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Point Lookout Reborn

General mod discussion and requests.
Obdulio
Posts: 121
Joined: Mon Oct 07, 2013 4:20 am

Point Lookout Reborn

Post by Obdulio » Mon May 26, 2014 3:10 pm

I read on its main page that it can work with TTW if converted properly.  I ran the conversion script but when its ESM is enable it gives me a runtime error just before the main menu.


 


Perhaps there is something more then simply adding, arranging the masters and running the conversion script?


Think anyone can maybe post up their converted ESM  ?



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

You'll need to go through and

Post by TJ » Mon May 26, 2014 3:19 pm

You'll need to go through and change every instance of the PL shovel to the version that TTW uses. As for the runtime error, that shouldn't cause it - so more than likely you have something else going on. Try recompiling the scripts.


My project Dash is on Kickstarter!



Obdulio
Posts: 121
Joined: Mon Oct 07, 2013 4:20 am

Ah I see, I'll have to dig

Post by Obdulio » Mon May 26, 2014 3:39 pm

Ah I see, I'll have to dig deep then.



Runnerblank
Posts: 208
Joined: Tue Jun 11, 2013 3:09 pm

Looking forward to this.

Post by Runnerblank » Fri Jun 06, 2014 5:22 pm

Looking forward to this.
Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

I converted it without issues

Post by RoyBatty » Fri Jun 06, 2014 6:53 pm

I converted it without issues, no script recompiling needed. You're doing something wrong.


 


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Andr0idOS
Posts: 96
Joined: Fri May 02, 2014 9:12 pm

About to attempt converting

Post by Andr0idOS » Sun Jun 15, 2014 12:24 am

About to attempt converting this for myself as well, what steps did you guys take beyond running the conversion script? How does one go about replacing the shovels in the GECK if need be? 


Apologies for my noob-ness.cheeky



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Open it up in FNVEdit, right

Post by RoyBatty » Sun Jun 15, 2014 3:16 am

Open it up in FNVEdit, right click -> check for errors. You'll get a bunch of <unknown> errors. Those are all shovel references you can edit the id of by hand. There's about a dozen or so.


Don't worry about the dialog error, just leave that one alone.


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Andr0idOS
Posts: 96
Joined: Fri May 02, 2014 9:12 pm

Cool, thanks man I appreciate

Post by Andr0idOS » Sun Jun 15, 2014 9:57 am

Cool, thanks man I appreciate the help.



WastelandAssassin
Posts: 17
Joined: Sun Jun 15, 2014 2:51 pm

Does anyone here can confirm

Post by WastelandAssassin » Sun Jun 15, 2014 2:56 pm

Does anyone here can confirm that this will work along with the Interiors Project??


i'm using that one, and this seems like a really interesting mod, but i'm trying to keep conflicts to the bare minimum.....



anstand
Posts: 223
Joined: Tue Feb 11, 2014 10:41 am

I get these errors when

Post by anstand » Sun Jun 15, 2014 6:22 pm

I get these errors when "Checking for errors" after the TTW conversion script.



Are these unimportant?



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