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Converting the right FO3 mods

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

Converting the right FO3 mods

Post by charwo » Sat Mar 01, 2014 10:34 pm

OK, I'm in the middle of learning how to convert FO3 mods to NV, like this is one of the few things so simple I can actually learn from a video tutorial. Mostly my questions are are:


1. Besides stuff that requires FOSE, there aren't any problem mods from an operational POV? (no horrible crashes)


2. I usually play with a lot of environmental mods, and I'm wondering if there might be unintended consequences for doing my usual mod order (BA Wasteland + Vurts FO3 + Overgrown World) other than needing to manually uninstall the grass/ground features for BA Wasteland and installing Vurts FNV for when it's Mohave time?


3. Any ill effects from coc'ing to the Mohave? There are certain mods that don't seem to start in FO3, so maybe I gotta go to Mohave to get them started (Satchels and Stuff in particular), and I want to use Arcade as a stand in for my LW's brother. But if the game doesn't play nice without going through the train station and doing Ain't the a kick in the head, I can handle that. I know how to reset the dates via console command.


4. How many mods can NV handle before going into melt down mode? And to that end, is there a way to get FOMM to do a preset, where I could toggle out a load order for playing in the Mohave and another for playing in the CW? I know the answer is probably no, but if you don't ask, you don't know...


5. Is there an FWE compensator package? I'm playing NVEC/PN, so much of the stuff is covered. But having the motorcycle, the town to town stagecoaches and the unique uniques would be nice.


 


Thanks!



NILLOC 916
Posts: 341
Joined: Thu Aug 01, 2013 4:21 am

You could just teleport

Post by NILLOC 916 » Sat Mar 01, 2014 10:45 pm

You could just teleport Arcade to you if you wanted.


Cocaine is a hell of a drug.
- Rick James.

charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

I might do that.

Post by charwo » Sat Mar 01, 2014 10:48 pm

I might do that.


Also, I was wrong about the video tutorial. Is there printed instructions on how to convert the mods? I need printed instructions.




charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

Thank you!

Post by charwo » Sat Mar 01, 2014 11:46 pm

Thank you!


That really should be moved to the alpha page for the noobs like me, but....


I am loving these pictures! Does a guide like this exist for modding?



charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

OK, I've converted one mod

Post by charwo » Sun Mar 02, 2014 4:45 am

OK, I've converted one mod successfully. The other I am having trouble with is JAVM. Though it works well for the night vision, I want JAVM for it's targeting assistance features, particularly the highlighting of objects and containers with stuff in them. And yet, though it says it doesn't require FOSE to work, when I activate the targeting assistance, the game crashes. This is really annoying for the compulsive looter like myself. Anyone have any ideas?



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

try opening the mod in the

Post by chucksteel » Sun Mar 02, 2014 9:17 pm

try opening the mod in the FNV GECK. Find all the scripts it adds and open each one save the script again (Which will Recompile the script).



charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

That's doesn't sem to be

Post by charwo » Sun Mar 02, 2014 9:55 pm

That's doesn't sem to be working. Now what I did was open the scripts in the list, the one that has all the objects and is on the left of the GECK interface. I took the scripts, opened, saved and closed. Some however, when I moved to close after that kept giving me a promt as to whether I wanted to save it or not. I always reconfirmed, but it didn't close, so I had to try and close, get the promt again and then click no for the script to close back up. It did seem to take a few seconds longer for the game to CTD. Usually it's instantaneous.



User avatar
chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

When the GECK won't save a

Post by chucksteel » Sun Mar 02, 2014 10:24 pm

When the GECK won't save a script it's telling you there is an issue with the script. Get GECK PowerUP and it will tell you which line is bad in the script and you can narrow down the issue. 



charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

I got the Geck Power Up, I

Post by charwo » Mon Mar 03, 2014 1:55 am

I got the Geck Power Up, I ran it, it functions like the GECK. I pulled up the scripts, I saved them, I couldn't save them, I did the recompile all function, it took a long time. But nothing was pointed out. All I know is that when I try and exit from the script popup it says do you want to save the current script, then below current = (script name). But I did not see anything about what issues are happening.



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