The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

Vurt's Flora Overhaul

General mod discussion and requests.
Locked
charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

Honestly, I don't know my rig

Post by charwo » Wed Apr 09, 2014 4:19 am

Honestly, I don't know my rig setup. Numbers don't mean anything to me. Suffice it to say I have a VERY good standard built PC from 2009...that only has a 250 watt power supply. That cannot be upgraded. Something like a GB of RAM and a good graphics card if I had the juice for it. 



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

I am having problems with

Post by thermador » Fri Apr 25, 2014 2:50 am

I am having problems with this conversion too.  It is something about the new version that Vurt uploaded I think.  I am using the forested version for what it's worth.


Just overwrote with the latest FNVedit and edit scripts just in case, no change.


1) Just load the mod and don't convert it or anything = no menu on startup


2) Adding masters + running the conversion script = crash before FNV even gets to the main menu (but no errors when running the conversion script)


3) Running the conversion script w/o adding masters first throws an error message in FNVedit.  You get the same error message if you try manually updating the ID (using the values in TTWConversion.csv) instead of running the script.



---


If someone manages to get a working version of Vurt's FO3 Flora, please post the converted ESP!


And then, we still need a solution to the LOD problem.



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

So Chuck contacted Vurt and

Post by thermador » Sat Apr 26, 2014 3:53 am

So Chuck contacted Vurt and he says he has too much going on to make a patch for us, but if we want to build our own patch, he is OK with it. 


So, we just need someone who knows this stuff to help figure out this conversion...



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

I used the conversion script

Post by manos » Sat Apr 26, 2014 8:20 pm

I used the conversion script on the "FO3 Dead version v13c" and it worked. Also i use the converted plugin with the "FNV Fertile version v2dot8a".


I'm using Mod Organizer and FNVEdit through it. (the latest version of both)


Maybe it has something to do with the way MO handle FNVEdit?


 


The link to the converted ESPs: http://dl.free.fr/fZM6oJtu7


It contains every version of the mod but i didn't asked for permission so for those who don't know the rules: please don't post it anywhere else, use it for personal purpose only, thanks. Let me know if i done anything wrong.


 


I don't know much about LOD but i've read on the Nexus that the author himself had some headaches with the FO3's LOD... Why is it so complicated?


 


Chuck, please save us!


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

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

Thanks for posting the ESPs,

Post by thermador » Tue Apr 29, 2014 3:14 am

Thanks for posting the ESPs, but I still get a CTD when I load FNV - just before it gets to the menu - with either version installed.  Maybe it's something about FOMM - I haven't tried MO.



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

Strange, i'm using the Dead

Post by manos » Tue Apr 29, 2014 11:21 am

Strange, i'm using the Dead version and i don't have any trouble, except for the LOD. 


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

CDTalmas
Posts: 138
Joined: Thu Feb 07, 2013 3:33 am

Try loading them up in

Post by CDTalmas » Tue Apr 29, 2014 1:41 pm

Try loading them up in FNVEdit and clearing all masters except F3 and NV for the appropriate versions. 'tis how I managed it eventually.



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

Really strange... I'll going

Post by manos » Tue Apr 29, 2014 1:43 pm

Really strange...


Like CDTalmas said, maybe it's something about the masters. I added all the masters except the Stash packs.


In the guide Chuck said that it's "good modding practice" and it could help to avoid troubles. So, i did it this way for ALL my FO3's converted mods.


I'll going to test every versions with my actual load order and post the results and screenshots.


I'll be back very soon.


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

Trm8r
Posts: 142
Joined: Sat Sep 22, 2012 12:49 pm

I converted Vurts dead

Post by Trm8r » Tue Apr 29, 2014 4:01 pm

I converted Vurts dead version last night. I didn't have time to play but it loaded fine. I downloaded Manos's conversion and the only difference I can see is the Masters.


This is my conversion.


FalloutNV.esm

DeadMoney.esm

HonestHearts.esm

OldWorldBlues.esm

LonesomeRoad.esm

GunRunnersArsenal.esm

Fallout3.esm

TaleOfTwoWastelands.esm


 


This is Manos's


FalloutNV.esm

DeadMoney.esm

HonestHearts.esm

OldWorldBlues.esm

LonesomeRoad.esm

GunRunnersArsenal.esm

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

TaleOfTwoWastelands.esm



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

For the LOD problem, it won't

Post by manos » Tue Apr 29, 2014 7:09 pm

For the LOD problem, it won't be an easy fix.


You can just delete some LOD files in "FO3's Vurts Flora" but until now i didn't had succes.


The thing is:  i don't know if it's about the "LOD textures" or the "LOD meshes".


 


I'm a bit surprised that "EVE FNV -ALL DLC" could cause troubles with Vurts Flora but everything is possible, i guess ;)


 


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

Locked