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GNR Enhanced 100 Songs

General mod discussion and requests.
watchman
Posts: 2
Joined: Thu Feb 06, 2014 1:25 pm

GNR Enhanced 100 Songs

Post by watchman » Thu Feb 06, 2014 1:44 pm

Okay, well I've finally decided to give TTW a shot and am in the process of sorting out my mods and converting them etc. Anyhoo I just can't do a play through of the DC wastes without the extra songs from More Where that Came From/GNR Enhanced so I copied over the esp and followed the guide on this site. This was when I ran into some problems.



Almost every reference in the dialogue conditions pointing to a quest had the wrong ID as it was trying to look for said quest in Fallout3.esm, as in pointing to 00xxxxxx instead of the new ID from its lower position in the load order. Now this usually isn't a big deal, just a few manual edits and everything's good as new but due to all the extra dialogue from over 100 songs... Well let's just say I decided to look for an easier way.



Which brings me to my point after all the rambling. The problem with the errors seemed to stem from the add/sort then adjust fallout3.esm part of the process. So I started looking into the whole thing and after a bit of searching which found nothing, I had an idea. Instead of using FNVEDIT I opened the original fo3 GNR Enhanced esp in the NV GECK and opened all the required esm files and set the GNR esp as active then simply saved. This added no unwanted records except the usual random World record which was easily deleted and had the plus of adding all the master files already sorted with the Fallout3.esm already between GRA and Anchorage.  I opened the file in FNVEDIT and ran the script which worked seemed to complete without error and then reopened it and found that this time all the IDs matched and there were no errors.



Now the question for all the brilliant modders here is: Will this work or do you simply have to use the FNVEDIT process to add and sort the masters? Thanks for your time.


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

That should work. The FNVEdit

Post by JaxFirehart » Thu Feb 06, 2014 2:26 pm

That should work. The FNVEdit works as well, but if you miss a step, do a step wrong, forget to save and quit in between steps etc. it will cause that issue.



watchman
Posts: 2
Joined: Thu Feb 06, 2014 1:25 pm

Heh probably did miss

Post by watchman » Thu Feb 06, 2014 11:22 pm

Heh probably did miss something, thanks for the response. Now I can get back to converting and playing, oh and thanks to everyone involved in making TTW even exist!



Greslin
Posts: 72
Joined: Thu Jan 02, 2014 3:13 am

I'm having GNR Enhanced

Post by Greslin » Mon Feb 10, 2014 11:09 pm

I'm having GNR Enhanced issues as well.  I've been banging my head against this for the last few days, and I'm out of ideas.  In my FO3 days, I was a big fan of "More Where That Came From", and I've been trying to get GNR Enhanced (its successor) working with my TTW 2.4a build.



Problem is, all I'm getting is news.  A steady stream of nothing but Three Dog talking, which is irritating as hell.  The music just isn't kicking in at all.



I'm not pointing a finger at TTW, just hoping that someone here might have some thoughts that I hadn't considered.  Here's what I've tried:



1.  Checked thoroughly w/FNVEdit for mod conflicts, none there.  I'm loading it at the very bottom of my order, and it is the only mod I'm running that touches GNR Radio.  (And yes, the news-only stream happens over local radios as well as my Pip-Boy.)



2.  Checked, double checked, triple checked that the correct sound files were in the correct place.  They are.


3.  Attempted ESP conversions both by using the FNVEdit script and by load/saving it in GECK NV (as above).  All masters are in place and in order.  Same result either way, just an endless stream of news updates.


4.  Went into GECK NV and changed all the music files to the mono WAV equivalents.  No success.


5.  Updated codecs, because I've read that some radio stuttering issues (which I don't have) could stem from that.  I've never had radio problems on FO3 or FNV, with this machine or any other, and I haven't made any recent changes to my sound architecture.  I'm fairly confident it's not an OS issue.


6.  I have not attempted to strip away all mods but GNRe, to totally rule out conflicts.  But again, I'm not seeing anything conflicting in FNVEdit, and I don't believe I'm running anything else that touches GNR. 


One thing that I am noticing.  I'm getting plenty of news and no music, but I'm also not getting Three Dog's music intros.  No "and here's the Ink Spots.." stuff.  If it was a problem playing the music files, I'd expect that dialogue to still be there.  So that's making me wonder if there's a problem with the dialogue tree.


Is there anything obvious here that I'm missing?


"Is there panic when it starts turning dark

And when evening shadows creep, do I lose any sleep over you?"

- Ink Spots, "Do I Worry"



sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

Grestlin: FNVEdit when

Post by sesom » Mon Feb 10, 2014 11:21 pm

FNVEdit when converting dialog from FO3 to NV (and the radio music are actually "spoken" dialog lines) often messes up the order of the conditions that are set on the dialog topic. I am pretty sure that's the problem here.



Greslin
Posts: 72
Joined: Thu Jan 02, 2014 3:13 am

sesom wrote:

Post by Greslin » Mon Feb 10, 2014 11:24 pm

[quote=sesom]


 


FNVEdit when converting dialog from FO3 to NV (and the radio music are actually "spoken" dialog lines) often messes up the order of the conditions that are set on the dialog topic. I am pretty sure that's the problem here.


[/quote]


Any easy way to fix it that doesn't involve hand-fixing hundreds of dialog lines?


 


"Is there panic when it starts turning dark

And when evening shadows creep, do I lose any sleep over you?"

- Ink Spots, "Do I Worry"



sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

Not that I know off.

Post by sesom » Mon Feb 10, 2014 11:49 pm

Not that I know off.



Greslin
Posts: 72
Joined: Thu Jan 02, 2014 3:13 am

Doesn't look like condition

Post by Greslin » Tue Feb 11, 2014 12:13 am

Doesn't look like condition rearrangement to me.  When I only go through GECK to add in the masters - no FNVEdit involved - I get the same results.  Generic news and nothing else.


Also, looking a little more carefully at the dialog topics, I'm only seeing AND conditions.  Reordering the conditions shouldn't make a difference.  There are no ORs in there.


It's just looking more and more like there's something up in the radio dialog linkage, apart from the conditionals.  I just have no idea what that might be, because the GNR sound layout is so freakin' complicated.


 


"Is there panic when it starts turning dark

And when evening shadows creep, do I lose any sleep over you?"

- Ink Spots, "Do I Worry"



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

o_O I have read this thread

Post by Risewild » Tue Feb 11, 2014 2:13 am

o_O I have read this thread and thought "Wow back in the day I remember converting the old GNR more from where that came from to run on TTW", so I went and dig through my external HDD and found it, stuck it into my Data folder, enabled it and voilá nice songs playing after all this time .


I don't know about GNR enhanced, since I have the old GNR MFWTCF, but I will get the new version and see if I can convert it.


Darn, the mod contains the music files so it's huge, I can't download it after all sad.


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

it had converted fine for me

Post by chucksteel » Tue Feb 11, 2014 2:27 am

it had converted fine for me in TTW 2.2. Haven't thought to test my conversion on TTW 2.4  but I will test it next time I'm in game.



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