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FO3 Burn the body

General mod discussion and requests.
Adarcer
Posts: 7
Joined: Fri Apr 21, 2017 5:34 am

FO3 Burn the body

Post by Adarcer » Thu Apr 27, 2017 6:40 pm

Can someone convert this mod http://www.nexusmods.com/fallout3/mods/22314/?


I have tried to run it in TTW but it does not work probably because it requires fose not nvse.



Nobbi
Posts: 20
Joined: Tue Apr 04, 2017 8:52 pm

You can do it by yourself its

Post by Nobbi » Fri Apr 28, 2017 8:01 am


Adarcer
Posts: 7
Joined: Fri Apr 21, 2017 5:34 am

well was able to run

Post by Adarcer » Fri Apr 28, 2017 3:22 pm

well was able to run conversion script... but geck or construction kit HAS NEVER allowed me to run a plugin with multiple masters ever ( and yes i do try the .ini edit just does not work have tried since as far back as morrowind) so cannot recompile it, It runs in game and gives me the lighter but cannot burn anything.



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

in the [General] section of

Post by RoyBatty » Fri Apr 28, 2017 7:07 pm

in the [General] section of GECKCustom.ini


bAllowMultipleMasterLoads=1


It DOES work, make sure your ini files are not read only and you have "hide known filetypes" disabled in your folder options so you aren't saving GECKCustom.ini.txt


 


Image

Adarcer
Posts: 7
Joined: Fri Apr 21, 2017 5:34 am

Already new about the

Post by Adarcer » Fri Apr 28, 2017 8:48 pm

Already knew about the bAllowMultipleMasterLoads=1.ini edit it does not work for me and has not for years, have not been able to edit a .esp with more than one master since morrowind. as for folder options I never hide file types, I even show hidden files in windows or linux. even if i did my scripting program (NP++) opens up .ini automatically.


here are the problems i have


1) if i have my load order checked in MO while launching Geck crashes in 2 seconds. I usually make backup of load order and disable all plugins then launch then restore it after.


2) try loading up all fnv, fo3, and ttw.esm and active plugin. i get the "multiple master files selected for load " error and load gets aborted every time, even with the .ini edit. 


3) have tried using a argument i found online to allow help load plugins using nvse "nvse_loader.exe -editor" without quotes in MO arguments of geck


4)since i have multiple gecks and construction kits i have checked to make sure i am loading the fnv one and proper .ini is edited



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

try adding it to GECKCustom

Post by RoyBatty » Fri Apr 28, 2017 11:26 pm

try adding it to GECKCustom.ini then , it's literally impossible for it not to work


you know it's in Documents\My Games\FalloutNV right ?


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GrantSP
Posts: 123
Joined: Sun Jan 08, 2017 11:13 pm

GECK in MO works fine if

Post by GrantSP » Fri Apr 28, 2017 11:52 pm

GECK in MO works fine if setup correctly. Ensure you're calling the nvse_loader.exe in the binary field and in the arguments field it is "-editor".



Adarcer
Posts: 7
Joined: Fri Apr 21, 2017 5:34 am

Thanks GrantSP I edited that

Post by Adarcer » Sat Apr 29, 2017 2:31 pm

Thanks GrantSP I edited that launchable .exe and it works.. here is my GECKCustom.ini for FNV it is pretty much untouched except for that one edit along with the commented out original. one thing i did notice is the archive list looks a little sparse, other than that i have no idea. https://pastebin.com/WQpbZcMR


also if you have any suggestions about allowing geck to use multiple cores I have 8, or maybe some tweaks to ram usage have 16 GB ,either of those may help. but not too sure all i have been ever able to do is modify a plugin to change a merchant (morrowind) to have allot more money ,unlimited soul gems, and arrows. fortunately that plugin only had one master file. or edit merge patches to copy over important stuff that was being overwritten


+Update+ Reordering the .bsa's and renaming the ttw.bsa according to this post (https://taleoftwowastelands.com/content/mod-organizer-users-please-read) has stopped the crash while starting GECK with load order active but still will not load a plugin that requires multiple masters.


Is it possible to "remove masters" using xEdit after running the conversion script, and to set it to require FNV instead of fallout 3 ???


 


 



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

You can LAA patch GECK with

Post by RoyBatty » Sat Apr 29, 2017 10:34 pm

You can LAA patch GECK with NTCORE's 4GB utility (but only FNV's).


The game and GECK are 32 bit, 4GB is max ram that can be used.


The F3 assets are spread across all the ESM's, cleaning masters is not recommended. Never remove a master by hand, you will corrupt the plugin.


Is GECK installed in the root directory of Fallout New Vegas?


Does MO keep a separate copy of ini's for GECK? It does not make sense that it cannot load multiple masters. Try running it outside of MO and loading the vanilla NV esms.


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Adarcer
Posts: 7
Joined: Fri Apr 21, 2017 5:34 am

Geck is installed in the root

Post by Adarcer » Sat Apr 29, 2017 11:08 pm

Geck is installed in the root game folder,  no MO does not have a the geck.ini already checked that even attempted it with the .ini in the profile did not help so i removed it.


I copied a plugin that needed multiple masters into data folder (adam reborn's "ADAM Complete.esp") and it loads ... so that is progress. and makes me wonder if there is a setting in MO that is causing my problem.. 



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