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Mothership Zeta Crew Discussion

General help and troubleshooting.
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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

The standard conversion

Post by TJ » Mon Apr 15, 2013 1:25 pm

The standard conversion itself has changed for TTW 2.0+. I'm gonna go with do that to the ESM then load up Shadow's patch and make sure it still does what it's supposed to.


Anyone above that has the missing mesh issue, the easiest way to take care of it is copy the editor ID of the hat that dude next to him is wearing and add it to his inventory in place of the hat he has. If it's the same in game open your console, click on the object, type gbo, write down what you see, find it in the GECK, Fix it in the GECK. gbo only works with nvse though, so you'll need that.


My project Dash is on Kickstarter!



zezia
Posts: 23
Joined: Fri Jan 18, 2013 10:32 pm

Hello when i converted the

Post by zezia » Wed May 01, 2013 2:32 pm

Hello when i converted the Mothership zeta crew mod I try the mod but when i try to talk to one of the npc it has no voice what should I do?



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

IIRC MZ Crew is not

Post by Risewild » Wed May 01, 2013 2:33 pm

IIRC MZ Crew is not compatible with TTW at the moment .


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Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

MSCZ requires FOSE. The

Post by Senterpat » Wed May 01, 2013 8:33 pm

MSCZ requires FOSE. The default conversion process will work, but the scripts with FOSE functions will not work as intended or at all.


Call me Pat. Senterpat is too much to type.

zezia
Posts: 23
Joined: Fri Jan 18, 2013 10:32 pm

I was able to update the mzc

Post by zezia » Sun May 05, 2013 7:17 pm

I was able to update the mzc scripts to nvse but one of the npc voice is missing the dialog works fine but no sound or lip sync. Also all the other npcs that have custom voices works fine.


Nevermind got it working



BelGarion
Posts: 139
Joined: Fri Mar 15, 2013 8:10 pm

Yeah, no one has fixed it, I

Post by BelGarion » Fri Sep 13, 2013 8:23 pm

Yeah, no one has fixed it, I poked at the NIF that the World Model references and it doesn't have an applied texture like the non 'go' version of the .NIF. Beyond that, no idea how to fix, this is all new to me. >.< 


Edit: Opps! Ment that as a "Quote", I am referring to the StarShipCap.NIF and StarShipCapGo.NIF files, StarShipCap has an applied texture and StarShipCapGo.NIF doesn't and since the 'go' version is suppose to be the World Model, no texture it's gonna probably show ! ... I'm gonna try to replace the 'go' version with the non 'go' version and pray. >.< Also got to do a *lot* of editing to update the food items to restore hunger. >.< Not looking forward to it. 


Also, I had luck with using FNVEdit to uncheck the ESM flag in the MZC .esm, renamed it .esp, loaded that into G.E.C.K, and recompiling the scripts, before renaming it back and using FNVEdit to reset the ESM flag. It's working with only the Major's voice missing. I'll have to poke at that too.


Update: Nope, it's screwed. I get up to the point where we're in the underwater base, powered on the power plant, release the tyranids, go upstairs, talk to Ruiz, go downstairs, and every time I try to enter Intersection 2 it CTD. I turned off all mods but the ones needed by TTW and MZC and same deal, so... Going to have to reload from a much earlier save and abandon MZC for now until someone does an (un)official port that works. 



ArgusMercenary
Posts: 54
Joined: Sun Sep 08, 2013 9:24 pm

Is anyone working on getting

Post by ArgusMercenary » Mon Sep 16, 2013 1:53 am

Is anyone working on getting this thing working for TTW? I've heard there's a conversion in Nexus but the guy who made it can't seem to solve a problem with a certain room that causes crashing. The mod also doesn't work with 2.2. 



BelGarion
Posts: 139
Joined: Fri Mar 15, 2013 8:10 pm

ArgusMercenary wrote:

Post by BelGarion » Mon Sep 16, 2013 2:40 am

[quote=ArgusMercenary]


Is anyone working on getting this thing working for TTW? I've heard there's a conversion in Nexus but the guy who made it can't seem to solve a problem with a certain room that causes crashing. The mod also doesn't work with 2.2. 


[/quote]


It works except for that crashing room in the underwater base, I'm running 2.2A and played fine up until that point. Beyond that point is impossible, don't know why. :( 



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

BelGarion wrote:

Post by thermador » Mon Sep 16, 2013 3:32 pm

[quote=BelGarion]


[quote=ArgusMercenary]


Is anyone working on getting this thing working for TTW? I've heard there's a conversion in Nexus but the guy who made it can't seem to solve a problem with a certain room that causes crashing. The mod also doesn't work with 2.2. 


[/quote]


It works except for that crashing room in the underwater base, I'm running 2.2A and played fine up until that point. Beyond that point is impossible, don't know why. :( 


[/quote]


If someone wants to post their converted .esp or .esm file, please do.


One thing that has worked in the past to solve CTDs in certain cells is to open the cell that is crashing in the GECK, zoom out and select all objects, rotate them or move them a certain amount, then move them all back to where they were (manually, not with undo).  Then save.  No idea why this works, but it seems to reset something.


Otherwise, yeah it's probably a bad mesh that needs to be fixed somehow.



ArgusMercenary
Posts: 54
Joined: Sun Sep 08, 2013 9:24 pm

I don't suppose fixing that

Post by ArgusMercenary » Wed Sep 18, 2013 3:04 pm

I don't suppose fixing that mesh is too hard to do is it? I haven't created any mods yet, but I'd like learn some more to do so, this can help. I've used GECK before but not to do any mesh work or anything like that. I'm already very familiar with FNVedit as well. 



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