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New to TTW modding - simple question

General help and troubleshooting.
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wfpeterson
Posts: 20
Joined: Sun Aug 11, 2013 12:19 am

New to TTW modding - simple question

Post by wfpeterson » Fri Aug 16, 2013 2:23 am

The mod converted successfully and works well (Megaton Return player house, BTW). When I try to open it in FNV GECK it aborts with a message that multiple masters were selected. But I've already deselected everything.


Does this have something to do with adding all those masters in FNVEdit prior to using the conversion script? I don't see any option in FNVEdit to remove masters.


So how is one to modify converted FO3 mods if not with GECK?



neleus
Posts: 5
Joined: Wed Mar 20, 2013 2:46 pm

I think you need to change

Post by neleus » Fri Aug 16, 2013 2:30 am

I think you need to change bAllowMultipleMasterLoads=0 to =1 in GECKCustom.ini (in NV configs folder).



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

And after you convert Megaton

Post by TJ » Fri Aug 16, 2013 2:46 am

And after you convert Megaton Returns go in and delete the weapon records, or you'll wind up with guns that don't take any ammo, and a .32


My project Dash is on Kickstarter!



wfpeterson
Posts: 20
Joined: Sun Aug 11, 2013 12:19 am

Thanks both of you.

Post by wfpeterson » Fri Aug 16, 2013 3:04 am

Thanks both of you.


@tjmidnight420 Do I have to do this even if the mod doesn't have any weapons? I've been playing quite a bit with the converted mod enabled and haven't encountered weapon problems. Of course, I've been mostly installing mods and testing so I haven't picked up very many guns. The only reason I want to GECK it is for some clutter objects that can't be picked up.



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

Any FO3 mod has the

Post by TJ » Fri Aug 16, 2013 3:18 am

Any FO3 mod has the possibility of reverting TTW changes to FO3 vanilla. Megaton Returns, I know this to be fact, has .32 snubnose. TTW doesn't have a .32 snubnose. I don't remember how many weapon records it has as I use Chuck's megaton house now, but I know it has at least one. Remember, the conversion script is just a tool to help you out. You still have the task of actually converting the mod.


My project Dash is on Kickstarter!



wfpeterson
Posts: 20
Joined: Sun Aug 11, 2013 12:19 am

Yes, I believe you now. I

Post by wfpeterson » Fri Aug 16, 2013 4:34 am

Yes, I believe you now. I went back into the house and I can't find any weapons other than the unique swords, but FNVEdit shows weapon records including the infamous .32, along with other conflicts. I'll figure it out eventually, as  long as I don't have to do meshes and textures.



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