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Trouble Converting Mods

General help and troubleshooting.
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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

I'm not the best scripter in

Post by chucksteel » Mon Aug 11, 2014 8:28 pm

I'm not the best scripter in the world so I didn't include the GECK portion of mod conversions in my tutorial. Most Non FOSE mods will convert just fine with out having to open the GECK. 


Don't use the "Recompile All" button EVER! 


When saving a script it get's recompiled so when converting FOSE mods you'll need, 


NVSE installed


GECK Power Up (Running with NVSE)


After you have ran through the basic conversion process (Explained by my tutorial) you'll need to open the mod with GECK Power Up and go through all the scripts that the mod has added. Opening them and saving them again. there may be errors due to changes between NVSE and FOSE. These errors will need to be resolved for the script to save and recompile. This is where some understanding of scripting is needed. 



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

What I was trying to say is

Post by JaxFirehart » Mon Aug 11, 2014 8:37 pm

What I was trying to say is there IS NO "whole process." After chuck's tutorial, what you do depends on the mod. It requires understanding FNVEdit, the GECK and the mod itself. The script thing is sometimes necessary, sometimes it isn't. If a mod doesn't add any scripts, it doesn't need to recompile the scripts. If a mod doesn't have armors, then you don't need to fix DR/DT. Perhaps a mod is using functions that have changed between FO3 and FNV and so it behaves differently. This isn't like baking a cake from a recipe. This is figuring out the recipe yourself. People can help, but there is no one process and only so much can be taught.



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Yeah it requires knowledge

Post by RoyBatty » Mon Aug 11, 2014 10:01 pm

Yeah it requires knowledge and effort on your behalf. It can be an easy process, or a complicated one. It depends on the mod in question. There can be unresolved records too, and you'll need to check the pre-converted mod with FO3 Edit to see what the record should be and point it to the proper one after conversion. There may not be an equivalent either, .32 pistol as an example. These should be updated to .22 Revolver. Jax has a guideline in another thread for the stuff which should be looked at after converting.


 


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charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

Well, I tried recompiling the

Post by charwo » Tue Aug 12, 2014 1:38 am

Well, I tried recompiling the scripts in GECK. Some of the characters have shown up, and at least one quest is active. Thing is I just got into this mod when my Fallout 3 game got screwy on me. So I'll keep tampering with it. Try some other mods too. See if anything works.







http://www.nexusmods.com/fallout3/mods/1571/?tab=2&navtag=http%3A%2F%2Fw...


I'm aware the quest isn't perfect or finished. It is a LOT of fun though. And requires FOSE, which is why I can't do it. Would anyone be willing to try?





This should've been posted here as it's clearly a continuation of this thread --TJ



charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

OK, next issue with the

Post by charwo » Tue Aug 12, 2014 1:59 pm

OK, next issue with the Marketplace mod:


 I complied all the scripts by hand, at least those listed under scripts and where Marketplace mod itself. However, creatures, such as Doc Otis (a civilized swampfolk barber) aren't showing up, nor are characters that need creatures, like the Hunter (whom you are supposed to track down a huge mole rat in the Metro system). I checked all the quests and it seems while half of them are unimplemented, which means this mod is great for flavor and nothing else. Specifically the Heist and the dunno yet. There is a slaver named Crucible and his slaves that aren't implemented or at least have no quest and haven't shown up and there's supposed to be an option for a pregnant girl named Misty and I think you're supposed to be able to offer her 200 caps for admittance. 


If there's anyone who can confirm that I know what I know, that'd be awesome. What I really need right now is to be able to figure out why Hunter and Otis aren't in the game. Without a refID I can't find them with Prid, nor am I sure I can activate them.



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

charwo wrote:Without a refID

Post by TJ » Tue Aug 12, 2014 2:31 pm

[quote=charwo]Without a refID I can't find them with Prid, nor am I sure I can activate them.[/quote]


That's what Edit is for. You really should go back to the beginning and learn from the start instead of trying to start with 'convert some mods'. You said you want the whole process? The only whole process is to learn organically. If you can't even manage finding a refID in a mod you are not qualified to convert complicated mods, and will cause yourself problems. I'm sorry to be harsh but this is how it is and any number of modders will tell you the same.


My project Dash is on Kickstarter!



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

It might be helpful if you

Post by JaxFirehart » Tue Aug 12, 2014 3:02 pm

It might be helpful if you tell us how much modding you did in the past BEFORE trying to convert mods. If we know what you know, we can properly point you toward the proper resources.



charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

No modding experience

Post by charwo » Tue Aug 12, 2014 3:10 pm

No modding experience whatsoever. Tried, but I don't learn like 'modders.' Experience generally teaches me nothing, I learn through systemic comprehension. I can't understand the trees unless I know the forest. I learn well by classroom instruction and hands on tutorial, and little else.


 


And what EDIT? Geck only lists baseID as far as I know.



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

So what are you using for the

Post by TJ » Tue Aug 12, 2014 3:25 pm

So what are you using for the conversion process? Edit is FNVEdit, and is far more powerful than you understand.


My project Dash is on Kickstarter!



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

Edit refers to FNVEdit, which

Post by JaxFirehart » Tue Aug 12, 2014 3:28 pm

Edit refers to FNVEdit, which you used to run the conversion script. It is a semi-advanced tool that allows you to inspect and modify files at a lower level than the GECK. It is somewhat harder to use and much more powerful. This training manual will teach you a lot about edit, but I wouldn't suggest going that far yet. There are some helpful tutorials on the GECK wiki, the My First Vault series is a great starter, it won't help you with the current project specifically, but should help you grasp the concept as a whole, specifically, it will help you understand Level and Quest building, which will aid your current project.


Finally, a referenceID refers to an object placed in the world. The GECK will give you those, but you have to do a bit of work. If you right click on the base form and choose "Use Info" it will show a new window split into a top and bottom half. The top half tells you which other base forms reference this base form. The bottom half tells you where (if anywhere) this base form is found in the world. If your NPC/Creature is meant to be a unique entity, there is probably only one entry in the bottom. Double click on it and it will load the cell where the actor is initially placed, right click on the actor and choose "Edit" this will show you the details of this specific placed actor. Near the top of the window is a text box with this reference's ID typed in.



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