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MMM-Hardened TTW

General mod discussion and requests.
poopoopapa
Posts: 17
Joined: Fri Nov 02, 2012 10:17 am

@Azrael

Post by poopoopapa » Wed Dec 05, 2012 3:57 pm

@Azrael


Use this instruction set to get MMM converted.  http://www.taleoftwowastelands.com/comment/1180#comment-1180


If that still doesn't work, we'll go from there.


=====================


I've been doing a little bug testing with MMM-Hardened and updated a few issues with scripts not being in place.  Newest version uploaded here.


 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Don't add master

Post by JaxFirehart » Thu Dec 13, 2012 12:17 am

Don't add master


Change master


Fallout3.esm to FalloutNV.esm



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

Double click on fallout3.esm.

Post by TJ » Thu Dec 13, 2012 2:23 am

Double click on fallout3.esm. when fnvedit highlights it change the 3 to nv and save.

My project Dash is on Kickstarter!



hellstorm102
Posts: 15
Joined: Sat Dec 15, 2012 12:55 am

wait, so the FAQ is wrong?

Post by hellstorm102 » Sun Jan 13, 2013 1:20 am

wait, so the FAQ is wrong?

we open the drop down menu and change the file header?



User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

FAQ 

Post by Risewild » Sun Jan 13, 2013 9:29 am

[collapsed title=FAQ] 


If the FO3 mod has ESP or ESM files, you will need to replace Fallout3.esm with FalloutNV.esm as its master so that it will work with Fallout New Vegas (FNV).  This can be done with FNVedit.




  1. Open the FO3 mod's ESP and ESM file(s) in FNVedit, checking the boxes for those mods as well as for FalloutNV.esm. (if you are unfamiliar with FNVedit, watch this video)


  2. Once all of the mods are open and FNV has finished loading (this can take several minutes depending on the mod and the speed of your computer), you will see the message: Background Loader: Finished.


  3. Find the FO3 mod's ESP and ESM file(s) in the list of files in the left pane.


  4. For each of the FO3 mod's ESP and ESM files:

    Click on the + sign next to the file and then click on the file header entry right below.

    In the window on the right hand side, find the row that says "MAST - Filename       Fallout3.esm"

    Right click on "Fallout3.esm" and choose "Edit" if a warning pop-up appears, yes, you are sure.

    Use the input box to change the master from "Fallout3.esm" to "FalloutNV.esm"


  5. Once you're done, close FNVedit and save the mods (you can also save before you close with Ctrl+S). 


  6. You should now be able to fully use the mods and edit them in the FNV GECK as well.


[/collapsed]


I don't see any mistake on the FAQ. That's what you have to do, change the master file of the mod from "Fallout3.esm" to "FalloutNV.esm" using FNVedit. indecision


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

Jax edited the FAQ.  I wrote

Post by thermador » Sun Jan 13, 2013 3:27 pm

Jax edited and fixed the FAQ instructions, so they are correct now (including what you quoted there, Risewild).


I wrote those instructions from memory, probably made some mistakes. The FAQ is a work in progress :-)



User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

thermador wrote:

Post by Risewild » Sun Jan 13, 2013 11:52 pm

[quote=thermador]


Jax edited and fixed the FAQ instructions, so they are correct now (including what you quoted there, Risewild).


I wrote those instructions from memory, probably made some mistakes. The FAQ is a work in progress :-)


[/quote]


Oops my bad then cheeky but I never had the need to check the FAQ in detail before so when I did yesterday I found it quite accurate, didn't occurred me that someone would have fixed it in between angel lol


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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Yeah sorry, I ninja around

Post by JaxFirehart » Mon Jan 14, 2013 11:30 am

Yeah sorry, I ninja around and fix shit. I try to follow the butler's philosophy: If the people you serve notice that you are doing stuff, it means you aren't doing a good enough job...



hellstorm102
Posts: 15
Joined: Sat Dec 15, 2012 12:55 am

ook awesome :D i now have MMM

Post by hellstorm102 » Tue Jan 15, 2013 9:43 pm

ook awesome

:D i now have MMM installed into TTW! 



you guys rock.

TTW = favoroite mod ever.



and now i understand how to make other fo3 mods work!



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

I cant, for the life of me,

Post by Cataca » Tue Jan 22, 2013 12:16 pm

I cant, for the life of me, firgure out how to install MMM to work with TTW. I changed fallout3 to falloutnv.esm in the header with nvedit they are in the load order, everything starts up fine but when i travel to cells where (i assume) spawns are that are specific to MMM the game crashes. Everything runs fine and stable without the mod, so i have dificulties understanding where i went wrong.


Some pointers to what i might be doing wrong would be awesome.


edit: after reinstalling MMM with FOMM, and reediting the files with nvedit + waiting for full cell reset (ie. waiting for 4 days) the problem seems to have solved itself. So for anyone having similar issues, i recommend doing that.


edit2: nope, crashing when trying to enter anchorage. rather close to just giving up.



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