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Converted mod issue

General help and troubleshooting.
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Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Converted mod issue

Post by Senterpat » Thu Apr 25, 2013 11:14 am

I'm getting an issue when I convert Orions Gate, the mod converts fine, I can open it in the geck, fix script errors, etc. But the game hangs at the start menu and the options never appear. I checked for errors in FNVedit, and it comes up clean. Does anyone know what could be causing this?


Link to Orions Gate:


http://fallout3.nexusmods.com/mods/10779


Call me Pat. Senterpat is too much to type.

Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Busworld didnt have to be

Post by Senterpat » Thu Apr 25, 2013 7:10 pm

Busworld didnt have to be specially converted, it just had to have the same conversion process as any other mod. Also I'm pretty sure that all Busworld has is cells, not worldspaces. I've also successfully converted Alton, IL. So it's not an issue with mods that add worldspaces.


From what I've read hanging at the load screen is due to the mod trying to load old references that no longer exist. But this would show up as errors in in FNVedit wouldn't it?


Call me Pat. Senterpat is too much to type.

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

If a ref no longer exists in

Post by TJ » Thu Apr 25, 2013 7:16 pm

If a ref no longer exists in a mod, clean the mod. Undelete and disable reference. That way it's still there but disabled, instead of deleted. Also, worldspaces aren't the issue. Senterpat's Busworld port is a simple conversion and worked with no problems. The one you're probably talking about isn't special converted either.. It's the TTW version from the original authors of the english translation. Yea they're members here.


My project Dash is on Kickstarter!



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Ya good idea. I hadn't tried

Post by Senterpat » Thu Apr 25, 2013 7:28 pm

Ya good idea. I hadn't tried that yet. I'll let you know if it worked tonight.


Call me Pat. Senterpat is too much to type.

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

MrNatas wrote:

Post by TJ » Thu Apr 25, 2013 7:34 pm

[quote=MrNatas]


I guess my example was poor, The only experience I had with converting a mod like this was "A Devil's Wish" Which didn't work with the "normal" conversation, so went into it and it was just a mess so I didn't bother with it. But I'm not a very experienced modder so you're right, My Assumption, My Bad.


[/quote]


No problem, I didn't mean to come off as brash if I did..


My project Dash is on Kickstarter!



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Well I got it working. I don

Post by Senterpat » Fri Apr 26, 2013 6:06 am

Well I got it working. I don't know what was causing it, when I ran it in FNVedit it didn't come up with any deleted references. But after I applied master update, it started working.


Call me Pat. Senterpat is too much to type.

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

Sweet glad you're going.

Post by TJ » Fri Apr 26, 2013 10:19 am

Sweet glad you're going.


My project Dash is on Kickstarter!



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