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MOD COMPATIBILITY DISCUSSION

General mod discussion and requests.
sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

Yeah I have one but only a

Post by sesom » Tue May 07, 2013 6:34 pm

Yeah I have one but only a very sad one.


Deinstall MMM!


This mod needs a lot more work then a simple script conversion via FNVEdit. I am working on it atm and it has a ton of incompatibilities which can produce crashes while entering areas. Most of them I have found in the meantime but it isn't stable enough for a release yet. I keep on working on it no worry but I have other projects to that need my attention.



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

JnPathfinder wrote:

Post by TJ » Tue May 07, 2013 6:43 pm

[quote=JnPathfinder]


Whew!!  I will most thankfully bow out on this one,,  and laud  your efforts  when it arrives.


( I have in the process gotten a few lights from simple-streetlights to cross over from the Mojave to DC more or less by blundering around,  But the only way i made anything look good was to individually place it all by hand, and I just don't have the patience / or insanity ..  for that..   again, thanks.)


[/quote]


Was actually just informed by the mod author that a TTW conversion was being worked on by another party and would be out 'fairly shortly'. Shame too, as mine will be finished today. Was also planning on providing Jax with a zip containing the original esm, the conversion script output, and my conversion esm in the team forum so he can take a look at it and maybe figure out what went wrong when he gets time. I may still do that, since it'll only be accessible by the team.


@sesom will help with what I can, can't wait to get some add on monster packs crackin.


My project Dash is on Kickstarter!



Zeosyn
Posts: 24
Joined: Tue Apr 30, 2013 4:18 am

Awesome, glad to hear your

Post by Zeosyn » Tue May 07, 2013 8:01 pm

Awesome, glad to hear your working on it! thanks for the reply.


Zeo

lasloui
Posts: 13
Joined: Thu Jul 11, 2013 5:56 am

hey how did you manage to

Post by lasloui » Tue Jul 16, 2013 10:51 pm

hey how did you manage to make momod work in the DC? how do you merge it? i mean WHAT do you merge with?



frenzyslave
Posts: 101
Joined: Sun Nov 25, 2012 3:45 am

Untick mods one by one until

Post by frenzyslave » Mon Aug 05, 2013 6:51 am

Untick mods one by one until you find the culprit.


Untick all in FOMM or FOMM and select only the TTW main ones (FNV+dlc; stash packs; fo3+dlc; and ttw). If no CTD, its not them.


Then tick another five-odd ones, and if no CTD its not them.


Keep doing this. Eventually you will find the culprit creating the CTD away from Megaton. Once found, eliminate it from your load order permanently and carry on playing.


Member of the People's Revolutionary Front of Canada and sworn enemy of their arch-rival: The Canadian People's Front. Hoping for a Fallout game around the Great Lakes... Highly unlikely ever, but why dreams exist.

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

iHUD is not needed if you use

Post by TJ » Mon Aug 05, 2013 10:21 am

iHUD is not needed if you use oHUD


My project Dash is on Kickstarter!



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

anyone here who plays with a

Post by anstand » Tue Feb 11, 2014 11:16 am

-


 



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