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Universal FO3 Mod Compatibility?

General mod discussion and requests.
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rself3
Posts: 7
Joined: Sat Nov 03, 2012 2:56 am

Universal FO3 Mod Compatibility?

Post by rself3 » Sat Nov 03, 2012 3:43 am

Hey guys. In my ultimate laziness, I had a dream of some sort of NVSE plugin and re-working of the TTW esm to allow for universal FO3 mod porting as to eliminate the need for countless "re-works" of classic FO3 mods that add content to the game.


My experience with modding is very limited and basic - I usually just do simple "here's a building with some sh*t in it mods", but I was wondering if this type of idea is feasible. (Maybe not with FOOK2 or MMM, but with things like busworld and FO3 house mods, etc. that don't overhaul the whole game, but rather just add content.)


I remember with RFCW that almost all of my FO3 mods worked well (maybe since fallout3.esm was the 'master'?), but with TTW I've been having a tougher time getting those same mods to work... any ideas or input???


P.S. - I know TTW is just in the alpha stage, but I was just wondering. :)


 



rself3
Posts: 7
Joined: Sat Nov 03, 2012 2:56 am

Well, after doing some

Post by rself3 » Sat Nov 03, 2012 6:36 am

Well, after doing some research, I found that if you use Wyre Flash and set the FO3 mods to read FalloutNV.esm as a primary master, the alpha version reads mods like nobody's business. For anyone who is as dumb as me, this is how you do it:


1.) Get Wyre Flash from the Nexus and be sure to get the Wyre Python package from the Oblivion Nexus section to run it.


2.) After installing it, select the mod in question and right click on the check box far to the right that says "Fallout3.esm" and select "Change to...".


3.) You'll get a warning about how you need to be an advanced modded, but just ignore it and select FalloutNV.esm as your new master file.


4.) Breathe relief as your favorite FO3 mod is now playable in TTW.



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

I've never been able to get

Post by Kainschylde » Sun Dec 02, 2012 5:47 am

I've never been able to get Wrye Bash/Flash to work for me. But for this, I'll try again.


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

If you're using FOMM just use

Post by TJ » Sun Dec 02, 2012 2:03 pm

If you're using FOMM just use TESSnip. Much simpler. Just double click any esp anywhere on your HDD. If a box pops up that says windows doesn't know how to open a file select the option for you to choose yourself, browse to your FOMM folder and select FOMM.exe. Before clicking ok check "Always use to open this file type" or whatever it says. This sets your system to load the esp with TESSnip anytime you double click one. (same steps to set esms that way. When looking at an esp/m in TESSnip in the top left box click TES4. Then in the box right below it double click MAST. Change Fallout3.esm to FalloutNV.esm and hit save. Then click File save and save the edited plugin.


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

I use FOMM for launching the

Post by Dynastia » Sun Dec 02, 2012 10:14 pm

I use FOMM for launching the game, and every time I open Wrye Bash it scatters my load order all over the place. Is there any way to stop it doing that?



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

Dont change the master to TTW

Post by JaxFirehart » Fri Dec 07, 2012 7:01 am

Dont change the master to TTW.esm, change it to FNV.esm



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

Streetlights works

Post by TJ » Fri Dec 07, 2012 11:17 am

Streetlights works brilliantly with TTW, but as Jax said change your master to FalloutNV.esm. There is also a version for the Mojave. It's not on nexus though so you'll just have to google Streetlights for fallout NV. I know some people prefer ElectroCity for NV but it never functioned quite right for me.


My project Dash is on Kickstarter!



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