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Mod Conversion Request: GNR Enhanced (or someone make a custom GNR mod)

General mod discussion and requests.
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DoctorEvil
Posts: 12
Joined: Thu Jul 02, 2015 6:44 am

Mod Conversion Request: GNR Enhanced (or someone make a custom GNR mod)

Post by DoctorEvil » Thu Jul 02, 2015 6:50 am

I saw a topic regarding GNR enhanced and tried out that esp I had massive issues.


 


Has anybody had success in converting GNR enhanced? That or making their own custom GNR enhancement mod? Because like new vegas, I get tired with just 20 songs very quickly.



Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

That's no good. I love GNR

Post by Arkngt » Thu Jul 02, 2015 1:59 pm

That's no good. I love GNR Enhanced. In fact, all my chars rush to complete the quest to install the disc and buy a jukebox so they can kick back and relax and listen to GNR Enhanced. My char is on her way to the Museum of Technology right now, so I'll see how it works shortly.


»You're no match for science!« Doctor Mobius

deadboy
Posts: 496
Joined: Fri Aug 16, 2013 11:18 pm

Roy shows you how to convert

Post by deadboy » Thu Jul 02, 2015 2:45 pm

Roy shows you how to convert FO3 mods, GNR Enhanced in particular, in his video guide that you can find here



Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

Thanks! That was helpful

Post by Arkngt » Thu Jul 02, 2015 6:26 pm

Thanks! That was helpful (about file header version and resave/recompiling scripts). It seems to be working fine, but that's just after a quick check.


»You're no match for science!« Doctor Mobius

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

I remember converting GNR

Post by Risewild » Fri Jul 03, 2015 1:35 am

I remember converting GNR Enhanced using Roy's Guide quite a while ago and it worked fine.


It plays the new songs, Three Dog still barks his news and stuff, still plays Dashwood's adventures, all checked laugh.


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deadboy
Posts: 496
Joined: Fri Aug 16, 2013 11:18 pm

And as a bonus you can use

Post by deadboy » Fri Jul 03, 2015 2:23 pm

And as a bonus you can use these tips to convert many other mods from FO3!



Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

Yes, seems to work just fine.

Post by Arkngt » Fri Jul 03, 2015 3:35 pm

Yes, seems to work just fine. But the radio volume is very low in FNV (I guess) - I barely heard it on the default 1 max volume. Raising it to fDefaultRadioVolume=3.0000 fixed it, though. So GNR Enhanced on the Jukebox in the Megaton House - I feel just at home again. :)  


»You're no match for science!« Doctor Mobius

DoctorEvil
Posts: 12
Joined: Thu Jul 02, 2015 6:44 am

followed the instructions to

Post by DoctorEvil » Thu Jul 09, 2015 4:57 pm

followed the instructions to the letter until i noticed the script didn't make the title bold, then i opened the esp through edit and saw this in multiple entries under DialogTopic under the category of Added Quests



[00022486] < Error: Could not be resolved >



Can't progress any further. Any help?



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