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FO3 Mart's Mutant Mod + FNV Monster Mod

General mod discussion and requests.
manos
Posts: 163
Joined: Sat Nov 03, 2012 3:45 pm

First thing, first: Thanks!

Post by manos » Sat Dec 14, 2013 4:08 pm

First thing, first: Thanks!


I did a lot of tests, really a lot and as an example, i merged FNVElectrocity and FO3StreetLights and it works fine. I just had to adjust a few records for "DC interiors TTW edition". 


Is that make any difference if i open my plugins with Wrye Flash to change the version 0.94 to 1.32?


Because, from now on i used Wrye Flash for this.


I'm not sure about one thing:


In FNVEdit i can see some record like this: Anchorage.esp, ... (all of FO3 DLC's and FO3 mods) and in those record there's some record like this: MQ1SupermutantQuest.


If i understand it well those italics records means that the specifics reference is not registered in it's master, is that it?


So it means that i have some troubles to inject those records into FalloutNV, or am i totaly wrong?


Video games are bad for you? That's what they said about rock'n'roll...

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

Sesom is working on a proper

Post by TJ » Sat Dec 14, 2013 4:09 pm

Sesom is working on a proper version of MMM to be used with TTW. Wont be released until it's done to his standards as he's not converting it so much as completely rebuilding it to function as originally intended.


My project Dash is on Kickstarter!



WizardOfAtlantis
Posts: 188
Joined: Wed Oct 10, 2012 1:23 am

tjmidnight420 wrote:

Post by WizardOfAtlantis » Sat Dec 14, 2013 4:09 pm

tjmidnight420 wrote:



Sesom is working on a proper version of MMM to be used with TTW. Wont be released until it's done to his standards as he's not converting it so much as completely rebuilding it to function as originally intended.



That is great news indeed.



Dynastia
Posts: 38
Joined: Sun Nov 18, 2012 10:15 pm

If anybody has a working TTW

Post by Dynastia » Sat Dec 14, 2013 4:09 pm

If anybody has a working TTW-converted version of MMM, would they be kind enough to upload it? I've done something wrong and get crashes whenever I revisit a cell that had extra spawns.



mudora
Posts: 17
Joined: Sat Jan 19, 2013 4:09 pm

Hello guys!.

Post by mudora » Sat Dec 14, 2013 4:09 pm

Hello guys!.


Recently, i am converting some F3 to NV and they works very good with the new script then i tried do something more big like this mod Mart's Mutant mod. I tried converting the basic plugins the Mart's Mutant mod.esm and .esp but seem's like they crashed in the main menu without reason giving the classic CTD window.


My question is... Anyone success converting this mod?. Need a more complex way to convert it?.


 


Thanks a lot!.



Kainschylde
Posts: 136
Joined: Fri Oct 12, 2012 9:47 pm

As instructed by LT Albrecht

Post by Kainschylde » Sat Dec 14, 2013 4:10 pm

As instructed by LT Albrecht in chat:


Open mod with NVSE Editor.


Open mod script.


Click "Save" icon.


Repeat as needed until all scripts have been re-saved.


Direct quote "If it throws any errors, you're SOL."


To use NVSE Editor, make a shortcut for the NVSE Loader. Right-click on the shortcut and go to "Properties". Under the "Shortcut" tab, add " -editor" to the end of the "Target" field. It should look like this:


"...\Steam\steamapps\common\Fallout New Vegas\nvse_loader.exe" -editor (remember the space between " and -, took me forever to get it to work because I kept messing that up.)


[note] I am Albrecht. Not AlchestBreach. If you don't want to remember how to spell it, just refer to me as the Lieutenant or LT A. [note]


Robo-Porn cameraman

Cataca
Posts: 41
Joined: Tue Jan 22, 2013 2:47 am

Afaik, full MMM does nasty

Post by Cataca » Sat Dec 14, 2013 4:10 pm

Afaik, full MMM does nasty things with factions, ie. making BOS hostile towards you. When i used a quick and dirty converted file, it also made my game crash left and right, so i guess theres some amount of work still left.


If you just want the increased spawns, and respawns its as easy as adding the TTW masters to the ESM and running the conversion script that is up here somewhere. In fact, i will just upload mine.


Here are the ones i use and converted, but just in case, i used pre-uploaded allready converted files before, but they didnt work and i had to redownload the original files and convert them to get it to work, if you have trouble, i suggest doing the same.



jimbojones
Posts: 16
Joined: Mon Apr 22, 2013 2:54 pm

anyone know how mart's mutant

Post by jimbojones » Sat Dec 14, 2013 4:10 pm

anyone know how mart's mutant mod conversion is coming along? i read on some forum that a modder named sesom was working on it i believe. all im really missing is the ghoul raise but there is no other mod out there that does this unfortunately.



Kaleschky
Posts: 21
Joined: Thu Dec 12, 2013 10:23 pm
Location: Coratia

Does Marts Mutant Mod - RC 62

Post by Kaleschky » Sat Dec 14, 2013 4:10 pm

Does Marts Mutant Mod - RC 62 work with TWW ? Should i try to install it or not ?



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

I just merged five threads on

Post by thermador » Sat Dec 14, 2013 4:11 pm

I just merged five threads on MMM together.  Hopefully we can keep this all in one place wink



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