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Better new vegas

General mod discussion and requests.
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tact
Posts: 109
Joined: Sat Oct 05, 2013 1:05 am

Better new vegas

Post by tact » Wed Feb 04, 2015 5:11 am

Quick question, theres a mod on the nexus called Better new vegas     (http://www.nexusmods.com/newvegas/mods/48126/?) and it adds in several changes to the new vegas landscape, specifically in the extended version by adding in assets from fo3 that you are required to extract from youre fo3 BSAs. My question is this since I'm currently reinstalling ttw, would I still have to extract the meshes and textures or would the repurposed assets in ttw effect the mod also? 



Proximitus
Posts: 27
Joined: Mon Feb 02, 2015 7:28 pm

Don't know the mod, but

Post by Proximitus » Thu Feb 05, 2015 2:06 pm

Don't know the mod, but looking at the installation process of the extended version, I'm guessing you have to, since you are extraction FO 3 meshes to a mod-specified folder instead of the vanilla FO: NV folders



ElliotS
Posts: 47
Joined: Thu Jan 08, 2015 9:07 pm

I personally would like to

Post by ElliotS » Thu Feb 05, 2015 5:39 pm

I personally would like to see a version made to work out of the box with TTW. That mod looks really cool, but the installation process seems insane, and there's no guarantee it will be stable.


Here's to hoping someone can contact the author and get permission to make a TTW version.



tact
Posts: 109
Joined: Sat Oct 05, 2013 1:05 am

Unfortunately the author

Post by tact » Fri Feb 06, 2015 4:54 am

Unfortunately the author discontinued the mod and from what I heard isn't modding anymore, although correct me if I'm wrong. But I agree, it would be really cool to see this made with ttw in mind, hell, someone should remake it specifically for ttw by overhauling both worldspaces with assets from each game of course with ttw interiors and awop in mind



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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

You can still convert after

Post by KeltecRFB » Fri Feb 06, 2015 8:35 pm

You can still convert after you have made an effort to contact the author and post here at TTW.  You just can not post it on the Nexus.  Regardless, make sure to give the original author credit and tell them that you are posting on TTW but not the Nexus.   For example, Imp rarely responds if at all to requests, yet we have Powered Power Armor and IMCN here at TTW.  You can always have the user download the assets from the Nexus and you create a patch plugin for fixes and improvements.


https://taleoftwowastelands.com/content/converted-mod-guidelines


"Si vis pacem, para bellum!"

ElliotS
Posts: 47
Joined: Thu Jan 08, 2015 9:07 pm

I don't feel like I know

Post by ElliotS » Fri Feb 06, 2015 9:21 pm

I don't feel like I know enough to do it, but I hope someone creates a patch or hosts a version here. I'll either do what Eirque suggested above if no one makes one or use what someone makes when I'm about to head to NV.



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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

Eirque wrote:

Post by KeltecRFB » Sat Feb 07, 2015 2:00 pm

[quote=Eirque]


I changed the texture path too so no need to unpack any bsa's.



[/quote]


 


Unless you maybe run MO and already have a lot of BSAs loading.  The current release handles Skyrim BSAs nicely but all other games, not so nicely.  Tannin is working on a switch for the next MO release and a work around is posted ... [url=http://wiki.step-project.com/User:EssArrBee/FalloutNewVegas]here[/url] ...

"Si vis pacem, para bellum!"

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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

@Eirque - I was just posting

Post by KeltecRFB » Sat Feb 07, 2015 6:29 pm

@Eirque - I was just posting a warning if someone was using MO, installed it, and the game keeps crashing. 


"Si vis pacem, para bellum!"

ElliotS
Posts: 47
Joined: Thu Jan 08, 2015 9:07 pm

You rock Eirque! Thanks man!

Post by ElliotS » Sat Feb 07, 2015 11:25 pm

You rock Eirque! Thanks man!



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