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Help with Mod Conversion: Ties That Bind

General help and troubleshooting.
Perren D'Wolff
Posts: 58
Joined: Fri Nov 08, 2013 3:59 pm

Help with Mod Conversion: Ties That Bind

Post by Perren D'Wolff » Wed Dec 18, 2013 2:42 pm

I recently came across a new companion mod on t he FO3 nexus called Tie's that Bind. It looked so aawesome that i promptly downloaded it and converted it in FNVedit and started a new game. All was good until i left the vault.


[collapsed title=Spoiler Alert]


Right after you leave the vault you get ambushed by slavers and knocked out, and your sister gets kidnapped off to Paradise Falls. Well thats whats supposed to happen. What really happens is that everytime I enter a new zone she appears there next to me, and I haven't even left Springvile yet.


[/collapsed]


Now what I'm hoping for is someone who is better at modding and converting can take a look at this and hopefully fix it. I did add the masters and i did run it thru the conversion script in FNVEdit.


Here is a link to the mod: http://www.nexusmods.com/fallout3/mods/19941/?


Thanks for any help and assistance you may be able to offer.



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

The problem is caused by

Post by thermador » Wed Dec 18, 2013 3:55 pm

The problem is caused by companions being treated differently in FNV than in FO3.  Unless a companion's script variable (the script attached to the companion NPC) for "waiting" is set to "1", they will follow you around all the time.


I still haven't fully debugged some of the mod conversions that have this problem - it is a real headache, and I am not enough of an expert to get it right. 


I suggest reading some of the threads on other companion conversions to get some more context.  Then you will have to edit the companion and their dialogue and their script in the FNV GECK, and do some back-and-forth editing/testing.




Perren D'Wolff
Posts: 58
Joined: Fri Nov 08, 2013 3:59 pm

Thanks for the Info. I'll

Post by Perren D'Wolff » Thu Dec 19, 2013 1:10 am

Thanks for the Info. I'll take a look at it later and see what i can do.


 



Perren D'Wolff
Posts: 58
Joined: Fri Nov 08, 2013 3:59 pm

Thanks for the advice, I'll

Post by Perren D'Wolff » Fri Jan 17, 2014 6:18 pm

Thanks for the advice, I'll give it a go and see what happens.



Thasic
Posts: 27
Joined: Sun Jan 19, 2014 2:09 pm

If you get this mod converted

Post by Thasic » Thu Jan 23, 2014 1:51 am

If you get this mod converted do you intend to upload it? If not, do you think you could shoot me a copy of your conversion? I'm starting to do a bit of conversions myself but I don't think I'm ready for a mod like Ties yet.


Deficio es non en bene

Runnerblank
Posts: 208
Joined: Tue Jun 11, 2013 3:09 pm

Ditto!

Post by Runnerblank » Thu Jan 23, 2014 6:33 am

Ditto!


Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

rylasasin
Posts: 62
Joined: Fri Sep 20, 2013 10:37 am

hear hear!

Post by rylasasin » Sat Feb 01, 2014 1:43 am

hear hear!



Blisst
Posts: 28
Joined: Sun Jan 26, 2014 3:18 pm

Perren D'Wolff wrote:...can

Post by Blisst » Mon Feb 10, 2014 10:51 am

[quote=Perren D'Wolff]...can take a look at this and hopefully fix it...[/quote]


My hack-job:


Open in Geck.


Modify the following script: Scn ttbCG04ScriptKidnap


Look for the chunk that contains: if ( Startup == 4 )


Look for the"else" statement in that chunk of the code.


Find the line that reads: ttbAmandaRef.moveto ttbOQ01MarkerImprisoned


Insert a new line below that and add the following code: ttbAmandaRef.setplayerteammate 0


Save changes. This will prevent her from spawning next to you on cell changes after it moves her to her destination.


Then modify the following script: SCN ttbOQ01ScriptCageDoor


Look for the line that reads: Activate


Insert a new line below with the following code: ttbAmandaRef.setplayerteammate 1


Save Changes. This will set her back to follower mode upon opening of that Cage Door.


 


Note: tested this functionality only, it doesn't look like it breaks anything else.



cosmicdataworld
Posts: 75
Joined: Mon Jan 27, 2014 12:47 pm

this video help me https:/

Post by cosmicdataworld » Wed Feb 12, 2014 5:18 am

this video help me https://www.youtube.com/watch?v=13Wn4eJlw5Q&list=WL88F6967EA15E5F43


Sam: "The Prison Showers, Gee if these walls could talk!"
Max: "I think it's best if they keep their mouth's shut"

enneract
Posts: 75
Joined: Tue Feb 25, 2014 4:54 pm

https://copy.com

Post by enneract » Sun Mar 02, 2014 8:55 am

https://copy.com/6HWM4MsayuKWT9Pp



here is converted ESP. You'll still need original assets.



Suppressed the companion wheel, fixed the issue with her popping up before you free her.



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