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A couple questions about compatiblity patches

General mod discussion and requests.
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delta534
Posts: 71
Joined: Mon Feb 25, 2013 8:33 am

A couple questions about compatiblity patches

Post by delta534 » Thu Mar 07, 2013 8:52 pm

Alright, I'm trying to get CCO(http://ooccommunity.com/media/gamemods/cirosans-classic-overhaul/) working right with Tale of Two Wastelands and there are a couple minor questions I had. 


One, should I merge in the DLC compatibility patches into the TTW compatibility patch? I ask this since TTW requires all the FalloutNV and it would reduce the total number of mods.


Two, what is the preferred way of adding forms to a form list. 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

I am unfamiliar with CCO so I

Post by JaxFirehart » Thu Mar 07, 2013 10:16 pm

I am unfamiliar with CCO so I can't help you there. If you are going to release a mod publicly, or you don't like using FNVEdit, adding forms by script is best. If you are making a mod for yourself and are fine with working with FNVEdit, then adding it directly to the list and ensuring there are no conflicts is most efficient time wise.


The only reason TTW doesnt add forms via script is because there are SO many forms its a pain...



delta534
Posts: 71
Joined: Mon Feb 25, 2013 8:33 am

I do plan to make it public

Post by delta534 » Thu Mar 07, 2013 11:28 pm

I do plan to make it public so adding them by scripts it is then. Also will the system overhaul in TTW 2.0a affect the permanent DC companions in any major way. 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

No BUT it changes VAST

Post by JaxFirehart » Fri Mar 08, 2013 12:11 am

No BUT it changes VAST amounts of formIDs you will need to check in FNVEdit for unresolved formIDs and fix them. Thats the worst part about the overhaul. Mods built for TTW prior to 2.0 are going to be a nightmare to update (I had to rebuild TTW.esm almost from scratch).



delta534
Posts: 71
Joined: Mon Feb 25, 2013 8:33 am

Thanks for the info. I'm

Post by delta534 » Fri Mar 08, 2013 2:30 am

Thanks for the info. I'm going to see how much I can either stick in fallout NV scripts or do through FNVEdit's scripting system and hope for the best.



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