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Trouble Converting Mods

General help and troubleshooting.
charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

Trouble Converting Mods

Post by charwo » Mon Aug 11, 2014 3:27 am

OK, I've continued to run into problems trying to port mods with the TTW conversion script. Things aren't showing up. For this one I followed the porting instructions verbatim that are found here:


http://taleoftwowastelands.com/sites/default/files/chucksteel/ttw_mod_conversion_guide_v1.2_0.pdf


Target was this addon for Orion's Gate, which has been imported to TTW by others and I downloaded without problems:


http://www.nexusmods.com/fallout3/mods/13106/?


Nothing seems to have happened, so I ran FNVEdit on the file and this was came out:


[01:44] Background Loader: [The Librarian - Market Comes Alive.esp] Building reference info.

[01:44] Background Loader: <Warning: Unused data in:  \ [0E] The Librarian - Market Comes Alive.esp \ [23] GRUP Top "NAVI" \ [0] [NAVI:00014B92] \ [3] Unknown \ [1] NVCI - Unknown>

[01:44] Background Loader: <Warning: Unused data in:  \ [0E] The Librarian - Market Comes Alive.esp \ [23] GRUP Top "NAVI" \ [0] [NAVI:00014B92] \ [3] Unknown \ [3] NVCI - Unknown>

[01:44] Background Loader: finished


Any idea what this means? Nearly every mod I've attempted to port has loaded properly in the sense that there's been no slowing or crashes, but nothing shows up on the map. Method has always been porting it to the letter, as per Chucksteel's instructions.



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

Unused info means there are

Post by JaxFirehart » Mon Aug 11, 2014 12:26 pm

Unused info means there are more bytes associated with that subrecord than it is expecting, so FNVEdit is ignoring them. Sometimes it's okay, sometimes it's not.


I have no idea why those mods wouldn't be working for you though, hopefully someone who converts more mods can help. That is the exact script I used to do a lot of the grunt work converting FO3 esms to FNV, so it can handle most anything.



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

I hope so. Cause I can't

Post by charwo » Mon Aug 11, 2014 3:22 pm

I hope so. Cause I can't convert any mod right now and have it work. It has to be something to do with the TTW conversion script, cause this is standard TTW 2.4 installation. And it gets weirder: I has a G3 mod where you find a real world retexture of the 'R-91' showing up in an army truck outside Vault 101. When I started my first game, it was there and it was all hunky dory. But somewhere along the line, the truck disappeared, along with the open safe and in subsequent testing (meaning I unplugged the mod then reactivated it later as a reset), the gun and ammo weren't there lying on the ground.



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

charwo wrote:I hope so. Cause

Post by TJ » Mon Aug 11, 2014 3:27 pm

[quote=charwo]I hope so. Cause I can't convert any mod right now and have it work. It has to be something to do with the TTW conversion script, cause this is standard TTW 2.4 installation. [/quote]


You're doing something wrong. I've converted a rather large amount of mods both for 2.4 and 2.6, the script works fine. I'd wager you didn't copy the TTWConversion.csv to the root of your FNVEdit directory, but have no way to find out other than having you check. Barring that, upload a simple FO3 mod you want converted and I'll do the honors to show you that it does in fact work like it's supposed to. Apologies for you having trouble with it.


My project Dash is on Kickstarter!



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

Well, here's where things

Post by charwo » Mon Aug 11, 2014 6:27 pm

Well, here's where things might have gone awry: My FNVEdit file isn't in the Fallout New Vegas mail file, it's in the steam/steamapps/common file directly above it. The TTWconversion script is in the common directory alongside the FNVEdit. Could that be a problem? Or is maybe I downloaded the wrong conversion script, and there's a version meant for 2.4?



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

It shouldn't matter where it

Post by TJ » Mon Aug 11, 2014 6:34 pm

It shouldn't matter where it's located, as long as the needed files are in their proper positions relative to FNVEdit.exe. And no, one script is all we've had, the 2.0 conversion script has worked on every version so far (2.2, 2.4, and 2.6.3.)


My project Dash is on Kickstarter!



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

Wait, I just sat through the

Post by charwo » Mon Aug 11, 2014 6:45 pm

Wait, I just sat through the YouTube video here: https://taleoftwowastelands.com/content/fo3-ttw-mod-conversion-video


There was a GECK section. There's no GECK section in Chucksteel's manual. It goes straight from TTWconversion script to activation. Is that the problem?



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

If it's heavily scripted then

Post by TJ » Mon Aug 11, 2014 6:53 pm

If it's heavily scripted then potentially yes.


My project Dash is on Kickstarter!



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

It's important to remember

Post by JaxFirehart » Mon Aug 11, 2014 7:55 pm

It's important to remember that the conversion script IS NOT a one stop shop. It is a preliminary, to do all the grunt work of renaming formIDs and such. Chuck's guide gets you to that point, the you tube video gets you a step farther, but  ultimately, proper conversions are difficult and time consuming.


Start with simple mods. Quest mods/mods that rely on FOSE are harder to convert. There many members of the team who will help you along, we just won't do it for you.



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

Then apparently, I don't know

Post by charwo » Mon Aug 11, 2014 8:16 pm

Then apparently, I don't know the whole process. I NEED the WHOLE process, beginning to end. I don't care one whit about DT/DR differences, I play for the quests, there's no point in anything else that hasn't already been ported. So what is the whole procedure?


And for starters, what's the difference between re-saving a script in GECK and recompiling it? The red save button complies all scripts, does that mean the normal yellow one compiles the individual script?



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