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Converting the right FO3 mods

General mod discussion and requests.
Greslin
Posts: 72
Joined: Thu Jan 02, 2014 3:13 am

Does FNVEdit show any

Post by Greslin » Mon Mar 17, 2014 9:52 pm

Does FNVEdit show any conflicts on the locations?  I use a ton of FO3 location conversions, and they've all worked fine.


And regarding the above post, if GECK is bombing on syntax errors re: the Label lines, you don't have NVSE properly installed to work as a plugin for GECK.  Label is an FOSE/NVSE command.  If you manage to get past the Label lines, it'll bomb on the ListGetCount and ListRemove commands as well.


Per the source itself:


"Scripts written with these new commands must be created via the G.E.C.K. after it is launched via nvse_loader. Open a command prompt window, navigate to your NV install direcory, and type "nvse_loader -editor". Alternately you can create a shortcut to nvse_loader.exe, open the properties window and add "-editor" to the Target field. The normal editor can open plugins with these extended scripts, but it cannot recompile them and will give errors if you try."


Check, double check, triple check. 


 


"Is there panic when it starts turning dark

And when evening shadows creep, do I lose any sleep over you?"

- Ink Spots, "Do I Worry"



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