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FO3 Mart's Mutant Mod + FNV Monster Mod

General mod discussion and requests.
StarletHologram
Posts: 86
Joined: Thu Oct 25, 2012 4:40 am

FO3 Mart's Mutant Mod + FNV Monster Mod

Post by StarletHologram » Sun Dec 02, 2012 2:30 am

 


When I used to play with RFCW there was an issue that was present in my game most of the time: The lack of presence of certain enemies in both wastelands. This issue was not because of RFCW itself, since its main purpose was to link both games and it achieved it wonderfully. The problem was that there were two mods that improved both games in its own way and were designed for a specific wasteland and not the other. I’m talking about Mart’s Mutant Mod for FO3 and Monster Mod for FNV. Both mods are a great and creative attempt to make the most of vanilla resources to add more variety to the hostile wildlife and factions in the two cities; they are both unique, since they have something the other mod doesn’t. This was evident when you traveled from one place to another: while in the MW you had to face a Giant Spider in the CW you had to deal with a Super Mutant Enforcer…You wouldn’t find an FO3 enemy  in FNV and viceversa.


I wish I could find all kind of FNV Spiders of Monster Mod in DC; at the moment I haven’t played enough to do it, nor to find the MMM variety in FNV. Anyway, I would like to modify the spawn list of enemies to my liking in the GECK; Since both mods have it’s own ESM, I made an ESP that has both of them as masters and would like  to include the enemies of one mod in the spawn list of the other; I want to give the same chance of appearing to every creature in both wastelands, that would be really superb. Do you have any tips about where to look to or how to do it?. 



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

Couldn't tell ya if this is

Post by TJ » Sun Dec 02, 2012 3:03 am

Couldn't tell ya if this is the best way, but this is how I'd do it: Load up TTW+ MMM+ MoMod and only those in FNVEdit (easier to use than GECK for editing lists.) When it's loaded create a merged patch. Since many of the leveled lists the game uses to decide which creature to spawn are written to by both mods, that data will be written to the merged patch. When the patch is created you'll be able to look through the new esp's Leveled List tree and change as needed. Not that this is not a replacement for your merged/ bashed patch if you have one, and it is not a true compatibility patch. Load this file at some point after MMM/ MoMod (whichever is last in your load order.) I recommend loading all your mods in FNVEdit and doing the same thing to create a merged patch if you aren't already using one.


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

If you search "fnvedit" on

Post by Kainschylde » Sun Dec 02, 2012 3:16 am

If you search "fnvedit" on nexus you'll come up with the training manual. Using the manual you can learn all sorts of nifty tricks you can do with FNVEdit. You could probably make a merged monster mod for TTW. Minimize your plugin list and all that.


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

manos wrote:

Post by TJ » Sat Dec 14, 2013 4:07 pm

manos wrote:



If both mods try to use one of those 6 files at the same time, could it crash the game?


I had read some thread but i still can't make it work properly. If someone do, is there some specifics modifications to do?


Is there any way to merge (with FNVPlugin Utility or FNVEdit) those 2 mods ESM's in one file, and all their ESP's in another file without breaking it?



1. MoMod - Meshes.bsa and MMM - Meshes.bsa are not the same file. You shouldn't have any problems there.


2. MMM worked for me when I tried it with a simple changing of the master. Granted that simple changing had to be done to every file, but still.


3. Yes. I've detailed merging files on more than one occasion, I even recall giving somebody step by step instructions. I'll not be doing it again, -sorry, so my advice is to search.


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manos
Posts: 163
Joined: Sat Nov 03, 2012 3:45 pm

Hi everyone,

Post by manos » Sat Dec 14, 2013 4:07 pm

Hi everyone,


I have some troubles to make it work properly with TTW.


When i check only FNVMomod it seems to work like it should, apparently no problem but i didn't go far in the mojave yet.


When i check FO3MMM, after waiting for the "spawn reset" in an empty room, it works good but everytime i go in a building (Technology Museum for example) it crash when i want to go out.


It seems to be a "spawn trouble" but also they apparently  use 6 files with the same name in their BSA files (meshes and animation), which cause some "SuperMutant skin glitch" (apparently on the same 5 formIDs).


So my questions are:


If both mods try to use one of those 6 files at the same time, could it crash the game?


I had read some thread but i still can't make it work properly. If someone do, is there some specifics modifications to do?


And the "1 million dollars question" :) :


Is there any way to merge (with FNVPlugin Utility or FNVEdit) those 2 mods ESM's in one file, and all their ESP's in another file without breaking it?


 


Thank you! :)


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

manos wrote:

Post by TJ » Sat Dec 14, 2013 4:08 pm

manos wrote:



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



Version 94 is FO3, 132/134 is NV. If I remember right FNVplugin only reads through 1.32/1.34, which is a shame when it's the same thing.


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sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

Actually they aren't the same

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

Actually they aren't the same thing and it isn't a goo idea to simply change the version number in Wyre Flash. There are differences between these plugins with different version numbers. The easiest conversion is to load a plugin with a old version number in Geck and save it. Geck normally does the needed conversion steps. To sum up the procedure:


Changing with FO3Edit the master esm from Fallout3.esm to FalloutNV.esm in the normal Fallout 3 directory. Copy the esp to the NV data directory. Load the plugin in NV Geck and save it there again. This should do it for the most mods and it updates it to the correct version.



StarletHologram
Posts: 86
Joined: Thu Oct 25, 2012 4:40 am

FO3 Mart’s Mutant mod (MMM)

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

FO3 Mart’s Mutant mod (MMM)


FNV Monster Mod (MOM)


A tale of two wastelands (TTW)


I made a lot of experiments to get MMM to work with MOM in TTW. The main issue I had was the amount of ESPS, that affected my load order (since I use a lot of mods I needed less items). What has worked for me was to merge the following ESPS inside Mart’s Mutant ESM:


Mart's Mutant Mod.esp


Mart's Mutant Mod - Zones Respawn.esp


Mart's Mutant Mod - Tougher Traders.esp


Mart's Mutant Mod - Natural Selection.esp


Feral Ghoul Rampage.esp


And none other. It's sad, but I tried everything and all the other ESP caused constant CTD or weird things to happen in my game. The disadvantage is that MMM cannot be configurated through the pipboy, but something is something.


I’ve unzipped the FOMOD with 7zip program inside FO3 Data folder, or installed the mod with Fallout Mod Manager (FOMM)…when all the plugins are displayed in FOMM I erase the ones that are not in the list mentioned above…then I use the program FO3 Plugin Utility http://fallout3.nexusmods.com/mods/5104 to merge them. I copy the FalloutNV.esm to the FO3 Data folder, open FOMM, raise it in the load order to the top, open FNVEdit and add it as a master to Mart’s Mutant.ESM. I reorder the load order so it will be now :


FalloutNV.esm


Fallout3.esm


When it’s done I close FNVedit, copy the Mart’s mutant.ESM and Mart’s mutant.BSA (I don’t remember if it has a BSA file or the meshes and textures folder, in any case copy every folder that the Mart’s Mutant FOMOD had except the ESPS that I didn´t mentioned in the list above) to my FNV Data folder, open FOMM for FNV, open TESNIP, open Mart’s Mutant Mod, change the version to 1.34 (If I’m correct the original version is 0.94), save the ESM, close everything….open again FOMM, and put Mart’s Mutant Mod above Momod.esm


I create a merged patch, so all the stuff of both mods is integrated in one list…


Tataaa…I see certain Monster mod creatures in DC…however I don’t see Mart´s mutant creatures in the Mojave.


A way to compensate that is to also use FNV Monster Wars mod…I put it low in my load order, and create the merged patch…it includes some creatures from FO3 and I can meet them in both Wastelands…


I once tried to merge Mart’s Mutant Esm with Momod.esm, but the result was terrible…I don’t recommend it.


I’m not expert in modding, and I’m not sure if this is bug-free or causes problems with other mods/quests, but it worked for me and that’s why I shared it.


Also, your question:


Can i safely merge together FO3 and FNV plugins?


I can't guarantee my way to do it it's totally safe, but it has worked...


1) Use  FO3 Plugin Utility http://fallout3.nexusmods.com/mods/5104 to merge the FO3 mods you want to have together


2) Copy the FalloutNV.esm to the FO3 Data folder


3) Open FOMM for FO3, raise FalloutNV.esm in the load order to the top


4) Open FNVEdit and add FalloutNV.esm as a master to your Fallout 3 mod


5) Change the load order to :


FalloutNV.esm


Fallout3.esm


6) Copy the Fo3 mod that you've already edited with FNVedit to FNV Data Folder


7) Open FOMM for FNV


8) Open Tesnip


9) Open the FO3 ESM or ESP 


10) Change the version from 0.94 to 1.34. This is so the Fo3 mod can be merged with a FNV mod using FNV utility plugin and also to be able to edit it with FNV GECK. Save.


11) Use FNV Plugin Utility by ScripterRon http://newvegas.nexusmods.com/mods/39655/?tab=3&navtag=%2Fajax%2Fmodimag... merge the FNV mod with the FO3 ESM or ESP you've edited.


12) You're done!.


Bear in mind this is what worked for me. My advice is to experiment...


 


Also, be patient because TTW version 2 is about to be released, and that will change the way FO3 mods need to be converted. Consider this as a way to answer your question for TTW version 1.41a, but it won't last long...a better version is on the way.



manos
Posts: 163
Joined: Sat Nov 03, 2012 3:45 pm

Ok, i'll try to load it with

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

Ok, i'll try to load it with the FNV-GECK :)


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manos
Posts: 163
Joined: Sat Nov 03, 2012 3:45 pm

1- ok.

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

1- ok.


2- I did it for every plugins(MMM), even those i don't use. Can you please, tell me which plugins are you using?


3- I know how to merge FNV files together, i wasn't requesting for an "How to" but "Can i safely merge together FO3 and FNV plugins". But i will searching for your "step by step guide" it could be helpfull ;)


I never played MMM before, and the read-me is incomplete and never talking about how to use the Master-menu-module... (let's say that all the threads i had read on this wasn't really helpfull with my problem)


Also, i 'am using TTW with a french version of both games (thanks to Infected for his guide) and it seems to work just fine but i wonder if it "really works" like it should.


When i'm using FNVEDit it is showing me FO3 DLC's and FO3 converted mods like this:


Anchorage.esm, Mart's Mutant Mod... Fallout3.esm is ok.(i didn't found some clear explanations on this)


Sorry, if my English isn't good enough and thank you.


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

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