Ah! I will try that in the GECK and see if it works. Thank you.
Trouble Converting Mods
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charwo
- Posts: 241
- Joined: Sat Jan 19, 2013 1:14 pm
OK, I figured out that for
OK, I figured out that for some reason they were initially disabled, actually has an option for that and either I didn't do the right thing to activate them or that script didn't fire. But I changed that and they showed up. This was probably a poor mod to try because while it looked great, it's actually only half finished, and that's being generous.
Still, onto a few new ones. Question: That Path of Gunslinger mod? While I DID NOT mean for it to be a part of this thread, I'll roll with it. That one doesn't require FOSE, it requires CALBIR. So a direct port probably can't work. Is this above my pay grade? If it is, I'd like to have my original Mod Request thread put back.
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
IT could be done, but would
IT could be done, but would be a lot of work
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charwo
- Posts: 241
- Joined: Sat Jan 19, 2013 1:14 pm
I'm afraid to ask, but, what
I'm afraid to ask, but, what would be the procedure?
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
You would have to convert FO3
You would have to convert FO3 calibr to match its form IDs to FNV calibr and then change those form IDs in the mod as well.
It would not be fun, I wouldn't suggest doing it.
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charwo
- Posts: 241
- Joined: Sat Jan 19, 2013 1:14 pm
Well, is it worth asking
Well, is it worth asking someone else to do it? If not I'll drop it.
Next problem I'm having is the Solar Charger:
http://www.nexusmods.com/fallout3/mods/2021/?
I loved this mod. It did have a script, I recompiled it, and yet not only was the charger NOT in the Wheaton Armory, I couldn't additem it into my inventory. Doesn't recognize the ID or the charger nor it's instruction manual. Went in and checked the refID, location listed as: zWheatonArmoryDUPLICATE000, which consists of the charger and and it's manual and NOTHING else. This is probably the big issue I've been running into, the 'Other place' where Wastelands assets from previous mods where showing up.
I have had success in porting over the Random Encounters mod, which is a great tracker.
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TJ
- Posts: 2181
- Joined: Mon Sep 17, 2012 1:06 pm
zWheatonArmoryDUPLICATE000 is
zWheatonArmoryDUPLICATE000 is supposed to be zWheatonArmory.
My project Dash is on Kickstarter!
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charwo
- Posts: 241
- Joined: Sat Jan 19, 2013 1:14 pm
Obviously. But how can I
Obviously. But how can I change it? It's not like I can edit the cell location in the Useinfo Box. I truid. Furthermore, even if it is in this wrong cell, more fundamentally, the game doesn't recognize the BaseID, and it's not listed as initially disabled.
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TJ
- Posts: 2181
- Joined: Mon Sep 17, 2012 1:06 pm
You need to use Edit to
You need to use Edit to change that cell's baseID to be the same as the original.
Obviously.
We can't hold you hand the whole time. You have to start looking up docs on the wiki and the FNVEdit user manual and start learning. I can't come to your house and show you so that's the way it's gotta be.
My project Dash is on Kickstarter!
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charwo
- Posts: 241
- Joined: Sat Jan 19, 2013 1:14 pm
TJ wrote:We can't hold you
[quote=TJ]We can't hold you hand the whole time. You have to start looking up docs on the wiki and the FNVEdit user manual and start learning. I can't come to your house and show you so that's the way it's gotta be.
[/quote]
And I can tell you from years of experience, hand holding instruction is the ONLY way I have ever learned conceptual operations. I can read historical works and understand their context, read literature and get the undertones, and use grammar competently, but only because I was painstakingly taught the principles of historical analysis, literary criticism and standard English, by hand and by person.
I cannot learn any other way.