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Converting Fo3 mods to TTW help

General help and troubleshooting.
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Pokepunch
Posts: 77
Joined: Tue Jan 01, 2013 8:42 pm

Converting Fo3 mods to TTW help

Post by Pokepunch » Thu Jan 03, 2013 2:00 am

I can do the normal Fallout 3 mods fine, its just when they use FOSE I cant find how to recompile the scripts. 


Sorry if this is a Noob thing (I don't use the GECK all to often). How do I recompile the scripts?



Pokepunch
Posts: 77
Joined: Tue Jan 01, 2013 8:42 pm

So I just open it and save it

Post by Pokepunch » Thu Jan 03, 2013 2:28 am

So I just open it and save it?


And what happens if I use that "Recompile all Scripts"?



Pokepunch
Posts: 77
Joined: Tue Jan 01, 2013 8:42 pm

Hrm, after doing that with

Post by Pokepunch » Thu Jan 03, 2013 11:34 pm

Hrm, after doing that with this mod all it does is load a normal Brahmin and none of the other NPC's, Anyway I could fix this?



Pokepunch
Posts: 77
Joined: Tue Jan 01, 2013 8:42 pm

Nevermind fixed it.

Post by Pokepunch » Fri Jan 04, 2013 9:47 pm

Nevermind fixed it.



CyberDanz
Posts: 44
Joined: Wed Mar 05, 2014 4:32 pm

Sorry, thread is a little old

Post by CyberDanz » Tue Jan 24, 2017 5:14 pm

Sorry, thread is a little old.. but for those who still references to this: when using the geck to update fo3 mods, you also need to look at NPC's, etc since the GECK likes to try and change them with weird stuff at times (info shared by RoyBatty). Not sure if that's actually posted anywhere except in one of the NVSE topics where Roy is OP and answered my question. That can be found here: https://taleoftwowastelands.com/content/fnv-edit-series-converting-fo3-mods?page=1#comment-54314. Good luck!
CyberDanz The public junkie who LOVES Fallout!

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