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Mothership Zeta Crew Discussion

General help and troubleshooting.
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ElAmericano
Posts: 10
Joined: Sun Sep 08, 2013 3:07 pm

zezia wrote:

Post by ElAmericano » Thu Sep 19, 2013 11:26 am

[quote=zezia]


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


[/quote]


How did you do that ? I seem to be encountering a similar problem. Everything else appears to be fine (textures, scripts, video, etc...) but the added NPCs have no sound or lipsync.


When you said "update the mzcscript", you mean run the ttw conversion script in FNEdit , right ? Because I have done that but I really can't seem to get the NPCs to play their dialogue sound files.


If anyone knows what is going wrong, some help would be greatly appreciated :D



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

Been tried before, several

Post by Risewild » Thu Oct 31, 2013 3:18 pm

Been tried before, several times by several people and the conversion always failed . I really don't know if it will ever be a good and stable conversion of MZC, maybe if one day a genius modder or maybe a group of modders band together to do it, but for the moment those modders are busy with making TTW their other personal mods.


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

Everyone that tries to make

Post by Risewild » Thu Oct 31, 2013 3:18 pm

Everyone that tries to make MZC compatible seem to always hit a wall. I have the feeling it is just not possible to convert it without having to remake at least some bits of it. It is a huge mod and so the changes to make it work must be huge too.


My advice is not to try to make it compatible unless you're a really experienced modder and/or unless you have a lot of spare time to learn and work on it until it is compatible and/or gather a few people willing to work as a team to make it compatible with TTW.


I really have seen at least four or five people trying this and always have to give up, in my opinion it must be a PITA in terms of effort, time spent and will to be able to make it play nice with TTW.


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Kayden
Posts: 21
Joined: Mon Aug 19, 2013 6:02 pm

Now while I know there is

Post by Kayden » Thu Oct 31, 2013 3:18 pm

Now while I know there is already a conversion I feel iffy on using it since even the uploader of it is running into a lot of problems that they can't fix I was wondering if a more experienced modder could look at making a more stable conversion.



Kayden
Posts: 21
Joined: Mon Aug 19, 2013 6:02 pm

Well hopefully someone picks

Post by Kayden » Thu Oct 31, 2013 3:18 pm

Well hopefully someone picks it up eventually, the mod looks massive and pretty good.



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

Has no one else attempted to

Post by ArgusMercenary » Thu Oct 31, 2013 3:18 pm

Has no one else attempted to fix this? I want to try myself, it'd be my first time with modding of this scale anyway. I know how to use FNVedit and GECK. My only concern about this is that no one has identified what exactly is going on with this. 


Some people say it is the lighting, others say its a bad mesh and some others say that in that place where the game CTDs there seems to be some kind of mix up in the data that New Vegas is receiving, basically that something is being told to the game but something else is actually happening something like that if I remember correctly.



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

When I go out on vacation I

Post by ArgusMercenary » Thu Oct 31, 2013 3:18 pm

When I go out on vacation I'll have about 4 months of doing nothing. I've never really done something like this before, I have done coding though. Mesh work is another matter entirely though if that is what's going on. Since everyone is having problems, I'm starting to think that this is not just a simple mesh problem, lighting or whatever it is.


Maybe it is an engine problem? Even if FO3 and FNV use the same engine, there must be some differences between the two. By the way it sounds, I'm thinking this would have to be redone entirely, at least that's what I'd do, I'd redo everything and then remake it around TTW and FNV instead of FO3. That;s a big job though and this is a big mod and also one that I've never even played before.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

My guess would be the scripts

Post by TJ » Thu Oct 31, 2013 3:19 pm

My guess would be the scripts.


My project Dash is on Kickstarter!



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

I'm not up on the contents of

Post by TJ » Thu Oct 31, 2013 3:19 pm

I'm not up on the contents of MZC, but I'd imagine Dawe's explanation is pretty spot on. There are tons of resources on FOSE/NVSE and GECKscript in general, though the ones made by our own Gribbleshnibit8 are probably the most comprehensive, at least as far as NVSE goes.


My project Dash is on Kickstarter!



dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

MZC is a large, complex mod

Post by dawe1313 » Thu Oct 31, 2013 3:19 pm

MZC is a large, complex mod and has about a gazillion custom scripts. some of which require FOSE. each one of those scripts needs to be recompiled using the NV-GECK, one at the time. with the FOSE commands being converted to the NVSE commands. a very long, tedious process, requiring a good deal of scripting knowledge.


so far, no one has been willing to put forth the time and/or effort to do it properly.



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