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Converted mods not showing up

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

Converted mods not showing up

Post by charwo » Wed May 28, 2014 3:07 am

I've been having trouble converting mods. Now, I've been using chucksteels conversion guide, using FNVedit. Still, I've had nearly all the place mods not showing up. The SuperDuper Mart Basement, Butcher Pete's Meat, two different GNR garrison interior mods,none of them showed up after conversion, the SuperDuper Mart Roof mod showed up on the roof itself, but the stairs up on the exterior cell stop about halfway up. Then there's the really weird ones: in the Citadel lab I can fast travel to places like the Rivet City life dome and Sanctuary and the Regulator Headquarters (all mods I converted) but they seem to be in some plane that is NOT the world map. It's freaky. Then there was a G3 mod that has on the world map a ruined car collided with an Amy track which has the G3 rifle in it. When I first came out of Vault 101 it was there and I got the gun and now it's gone. Maybe it went the the freaky place.


Also, the Nevada Sky issue may be connected, but I can't find the Nevada Sky/Citadel courtyard fix. I keep finding threads that allude to it already being fixed, but even with the search button, I'd seen neither hide nor hair of it.



Any help fielding these is much appriciated.



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

The Nevada Skies fix is in

Post by plumjuice » Wed May 28, 2014 3:18 am

The Nevada Skies fix is in the nevada skies thread.


As for the rest, since you've given no links to the mods, no load order and havent broken up separate mod issues, you'll have to wait for someone nicer than I to help you.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



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

Ok: here are the references:

Post by charwo » Thu May 29, 2014 5:58 pm

Ok: here are the references:


http://www.nexusmods.com/fallout3/mods/1839/?


http://www.nexusmods.com/fallout3/mods/5939/?


http://www.nexusmods.com/fallout3/mods/16656/?


http://www.nexusmods.com/fallout3/mods/11317/?


http://www.nexusmods.com/fallout3/mods/16938/?


http://www.nexusmods.com/fallout3/mods/2928/?


These are the ones I could find again.



This isn't a load order issue: they just aren't showing up and there's no mod overriding the area that would keep it from showing up. The SuperDuper Basement mod is a prime example: there is no other mod that effects the Super Duper Mart interior cell and yet the door to the basement isn't there. Not hidden behind rubble, not in some weird unaccessible place in the cell, it's just not there. And even things that are there are half there: most of the Life Dome I found is on rivet city: but the marker isn't, nor are most of the exterior walls. Not even the red question marks that would mark a missing texture, it's just not there. And this is the problem for all of these mods. They just aren't showing up.



But the Sanctuary mod shows that it is active: it has a loot list item called William's Beam that shows up randomly in footlockers, but the location isn't there. As for the Nevada Skies thing, I'll research the thread, I thought I went through all of it. Still, thank you.



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

I just converted the

Post by plumjuice » Fri May 30, 2014 2:05 am

I just converted the SuperDuper Mart Basement myself and it works fine. I am a little confused as to how the raiders got a Yao Gui down there but thats something for another time.


I am going to assume you have made a mistake somewhere. I dont know what this mistake could be, because the instructions are pretty simple and the mods you linked also seem pretty simple.


Are you 100% sure you activated the mods after converting them? Thats pretty much the only reason the SDM Basement wouldnt appear.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



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

Nope, it's activated. One

Post by charwo » Fri May 30, 2014 8:52 pm

Nope, it's activated. One thing that could be messing things up: I was batch porting these mods. They don't need each other to run technically or anything, but could that be a cause? And by extension, never try and port more than one Fallout 3 mod at a time?



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