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Hardness of ports?

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

Hardness of ports?

Post by charwo » Thu Jun 28, 2018 7:57 pm

OK, I wanna play TTW again because I discovered Bethan's fucking fantastic mod Coito Ego Sum and I HAVE to play it. Thing is, I TTW is simply superior to regular Fallout 3, especially when you have DT for supermutants. There are a couple of mods I'd like to convert, but I have no idea how hard it would be. I've forgotten the criteria of how hard it would be:

These are Wolf Packs:
https://www.nexusmods.com/fallout3/mods/22158

We Want More (Quest Pack)
https://www.nexusmods.com/fallout3/mods/21342

Random Encounters (IDs them as they happen)
https://www.nexusmods.com/fallout3/mods/13383

The Quo Vagis DLC crossover:
https://www.nexusmods.com/fallout3/mods/21414

BA_wasteland overhaul
https://www.nexusmods.com/fallout3/mods/16703

I have no modding experience whatsoever, other than converting BA_wasteland about four years ago. I think these can be converted without issue, but if I am, I'd like to be warned ahead of time.


Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

I'm pretty sure the

Post by Mystical Panda » Wed Jul 04, 2018 1:08 am

I'm pretty sure the conversion script doesn't convert actual scripts within the plugin itself, just references- if those mods have any, you'll more than likely need to load the plugins into the GECK, select the custom scripts, locate and change any the F03 references (if there are any) manually, then recompile and include the new plugin (created by the GECK) as a script override in your load order. But don't quote me on that.

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