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Fook and TTW

General mod discussion and requests.
ArgusMercenary
Posts: 54
Joined: Sun Sep 08, 2013 9:24 pm

I could do that, but first I

Post by ArgusMercenary » Fri Dec 13, 2013 3:58 pm

I could do that, but first I'd need some free time to do it. Currently, I have college so I can't really spend that much time doing that. So far FOOK NV doesn't really touch anything but the vendor leveled lists, as far as I've seen. The weapons and armors don't appear in the capital wasteland. If I convert FOOK2 to work with TTW, I imagine I would have to edit the large list of armors that it adds, same for weapons but I imagine those weapons do not even have iron sights since they're FO3 weapons. I have no idea how I'd go about changing the weapons. 


One question though, what exactly would constitute as a FOSE script that would need to be fixed for NVSE? I know how to recompile the scripts but I haven't ever fixed a FOSE script. I do know how to make scripts though, that should be no issue.



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

It's possible.

Post by thermador » Fri Dec 13, 2013 3:58 pm

It's possible.


First install a fresh installation of FNV, then TTW.  Then install FNV Fook.  Open it up in FNVedit and take a long, hard look at the mod and what it does, and make sure that FOOK still only impacts the FNV world.  Make appropriate changes as needed to see that it does.  Possibly slim FOOK down a bit if it is causing problems by splitting off features into separate mods or removing them entirely.


Next, convert FOOK from FO3.  Install it.  Go through all the scripts in the FNV GECK and recompile them and figure out if any of the FOSE scripts need to be fixed for NVSE, etc.  Then make sure FOOK for FO3 still only impacts the FO3 world.  Make the appropriate changes as needed.  Possibly slim FOOK down a bit if it is causing problems by splitting off features into separate mods or removing them entirely.


Finally, put in a good 300 hours in each wasteland of gaming and debugging.



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

You would need to load the

Post by thermador » Fri Dec 13, 2013 3:58 pm

You would need to load the GECK with NVSE (this is described in the NVSE help files and in our FAQ here).  There are some links in the FAQ that document the different FOSE and NVSE functions if you need them. 


Mostly, you would need to track down the scripts in the GECK that come from FOOK and then open them, add a space or a comment or something like, ";recompiled this one" and then save and see if it saves or if it gives you an error.  You may want to use the GECK PowerUp too, and/or make your GECK large address aware.



ArgusMercenary
Posts: 54
Joined: Sun Sep 08, 2013 9:24 pm

The ideal thing, at least in

Post by ArgusMercenary » Fri Dec 13, 2013 4:00 pm

The ideal thing, at least in my opinion would be to merge the FOOK2 features that don't overlap with FOOK NV into FOOK NV. The big problem is figuring out which are those features, then converting the armor's DR into DT, aside from that there's also the weapons, they'll need to be adjusted for FNV, it'd be necessary to add iron sights nodes to those weapons. 


I wanted to attempt this, at least when I get some free time, however I don't think this is exactly a one man job, and I really don't have much experience, I know how to use GECK and FNVEdit but I've never made a mod.



tact
Posts: 109
Joined: Sat Oct 05, 2013 1:05 am

've been using ttw for a

Post by tact » Fri Dec 13, 2013 4:00 pm

i've been using ttw for a while now and just decided to make an account. Now i usually use fook new vegas but it doesn't have all of the features or weapons/armor etc. So I was wondering if someone skilled in modding/scripting could make a conversion. And if there's no way to carry on all the features, at least the armor and weapons/ leveled lists. thanks! And if u do not know what fook is here are the links: 


Fallout 3: http://fallout3.nexusmods.com/mods/4448//?       


FalloutNV:   http://newvegas.nexusmods.com/mods/34684/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fid%3D34684%26user%3D1&pUp=1


And thank you fook team and ttw team for all your hard work and effort put into these great moddifactions :)



tact
Posts: 109
Joined: Sat Oct 05, 2013 1:05 am

yea thats what I was thinking

Post by tact » Fri Dec 13, 2013 4:00 pm

yea thats what I was thinking, unfortunatly i have no modding experience and at least most of the fook team either stopped working on it, have better things to do or dont deal with ttw. And then there's the possiblity of permission problems. That is, unless you had the downloaders download it from the nexus first, which can sometimes get confusing depending on circumstances. Either way I can only hope someone takes this ambitious project on, cause i'd really get a better experience in game with this.



ArgusMercenary
Posts: 54
Joined: Sun Sep 08, 2013 9:24 pm

One of FOOK's members is

Post by ArgusMercenary » Fri Dec 13, 2013 4:01 pm

One of FOOK's members is still around, he answers questions regularly at the FOOK NV page, so maybe getting permissions would not be so complicated, assuming that he'd allow it though. The problem with this mod is that it is just so huge, I'm also wondering if it is going to start causing problems with pretty much everything else. FOOK is known not to play nice with a lot of other big mods.



tact
Posts: 109
Joined: Sat Oct 05, 2013 1:05 am

Yea i see what you mean, I

Post by tact » Fri Dec 13, 2013 4:01 pm

Yea i see what you mean, I know fook 2 didn't really work with most mods, i fact, i never actually played fo3 with fook 2 because i was to stubborn to uninstall everything else, lol. But anyways fooknv worked fine with almost everything i have so if it was somehow combined and duplicates/unneeded fose scripts were taken out, im sure most conflicts could be solved with a little work depending on who converted it. As I said, I could live without a lot of the features, mainly all im looking for is the items and leveled lists, but if it was possible to fully convert it that would be amazing



tact
Posts: 109
Joined: Sat Oct 05, 2013 1:05 am

yea, plus overhauls like fook

Post by tact » Fri Dec 13, 2013 4:01 pm

yea, plus overhauls like fook 2 made the capitol wasteland feel more alive/not as empty



tact
Posts: 109
Joined: Sat Oct 05, 2013 1:05 am

ok cool, tell me how it goes

Post by tact » Fri Dec 13, 2013 4:01 pm

ok cool, tell me how it goes



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