General mod discussion and requests.
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Kainschylde
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by Kainschylde » Wed May 08, 2013 4:02 am
Does anyone have a reliable method of converting FOSE dependent mods? There is a couple mods that I really really really want to play, but they are dependent on FOSE and I've heard that the standard conversion process doesn't work.
For anyone interested, it's the Fallout 3 Who mods Last Child of Gallifrey and Ghosts In The Machine.
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TJ
- Posts: 2181
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by TJ » Wed May 08, 2013 4:05 am
Just gotta be more thorough.. The scripts will have to be recompiled with NVSE to work, and may error out and have to be fixed. This happens after the standard process.
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Senterpat
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by Senterpat » Fri May 10, 2013 4:19 am
Be careful though. Some commands still work, but have different functions. So the script may compile, but won't work as intended. The only one I can think of is getweaponammo. Which returns an ammo in FO3, but a formlist in NV.
Call me Pat. Senterpat is too much to type.
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TJ
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by TJ » Fri May 10, 2013 11:57 am
I'm pretty sure that's because in FO3 all the weapon's ammos were tagged as just that ammo. Now we can change ammo type in our guns. What dictates that? Changing that Ammo listing on the weapons to a Formlist that includes all ammos you want that gun to shoot. It's probably behaving the same way, it's the end result that changes.
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KeltecRFB
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by KeltecRFB » Wed Mar 12, 2014 1:00 pm
Reviving a Necro Thread that died before its time.
Is this an easy task like converting none FO3 mods to FONV? Or will this require a lot more skill to accomplish? Basically, is something we can create a HOW-To or no?
"Si vis pacem, para bellum!"
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Gribbleshnibit8
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by Gribbleshnibit8 » Wed Mar 12, 2014 6:20 pm
The how-to is easy.
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Convert mod the normal way
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Open converted mod in GECK as the active file
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Go to Object Window -> Miscellaneous -> Scripts
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Filter for the mod Load ID (or whatever prefix the mod author used)
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Open each script with a * by it, click the Save button (the normal floppy icon, not the red one)
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Deal with any issues that crop up.
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Save mod
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???
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Profit
Sorry, had to do that last one.
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KeltecRFB
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by KeltecRFB » Wed Mar 12, 2014 6:28 pm
Thanks Gribb, and I like the last one. Do you open it in NV or FO3 GECK (Powerup)?
"Si vis pacem, para bellum!"
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Gribbleshnibit8
- Posts: 481
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by Gribbleshnibit8 » Wed Mar 12, 2014 6:31 pm
Since they're NV mods now, and you want to convert to NVSE, the NV GECK. I use Powerup (fork) all the time because I like error reports.
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KeltecRFB
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by KeltecRFB » Wed Mar 12, 2014 6:33 pm
When I was trying it the other day, I was receiving too many masters warning. Do I just click the plugin and set it to active? And make sure all of the masters are unchecked. In addition, I saw errors popping up that it could not find assets. Anyway to fix this since I have FO3 loaded for TTW?
"Si vis pacem, para bellum!"
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chasing
- Posts: 49
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by chasing » Wed Mar 12, 2014 6:42 pm
Change bAllowMultipleMasterLoads to 1 in your "My Documents\My Games\FalloutNV\GECKCustom.ini" file
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