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Many questions! (some are stupid...)

General help and troubleshooting.
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H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

Many questions! (some are stupid...)

Post by H1ms3lf » Sat May 20, 2017 9:14 pm

 


Heya amazing peeps from all around :DD


Some questions about TTW that probably were asked and some that are non-TTW, but I kinda need to know:


1 - While creating a custom plugin, I noticed that everything I change, even stuff reverted back to original or "deleted", is still marked (by the * sign). Does it cause the plugin to carry the entries with *, which could lead to issues with other mods? Is there a simple way to "clean" my plugin and have it contain only what was altered? I imagine the hard way would be to go into Xedit and check every entry, which is what I did =X


After messing around a lot with my first plugin, I had to recreate its content into a new one, to avoid including "junk data" I guess.


2 - regarding TTW, the pictures that appear on load screens are from both games. Just out of curiosity, are ALL the pictures/screens of both games included, or was there a limit of images and some had to be left out?


3 - In the same line of the previous question, the color tinting for the images (during load), as well as the "loading symbol", can this also be edited/changed? (Told you some questions were stupid, but makes a thematic difference in the long run ^^) 


4 - My NV is the Ultimate Edition, haven't finished or played as extensively as FO3, but the plugins Caravan/Classic/Merc/Tribal do anything besides giving items? And are these items unique in terms of meshes/textures, or just tweaked versions? I left the items as it felt kinda wrong to just get it all, but I would like to distribute around the world, for flavor, if these have some uniqueness.


Now it gets a bit nasty xD


5 - I would like to make FO3 part of the game resemble FO3, and the NV part, well... NV (you guessed it eh?)


Right at game start player chooses face/hair/etc, the "racesex menu machine" displayed is from NV, thought I could find the model from FO3 and link it to that scene instead of the NV one (then repeat for all FO3 instances that allow appearance change), however things seem to be more complicated, the only clue I could find is an activator called RaceSexInterface01, and its model looks like the one from FO3, so why the heck is the game displaying the NV model?? Can someone help me with this? Pretty please :)


6 - Is it possible to copy stuff from another plugin(source) into my plugin(custom) using the "copy as override into" option from Xedit, and after that delete the source plugin from DATA folder and remove it as a master from my custom plugin? (For simple plugins that don't include BSA) Would the content work, or it depends upon the type of content? I was thinking of doing that to reduce plugin count, specially with small plugins that carry little changes. I'm in doubt if that is an okay procedure (after reading https://taleoftwowastelands.com/comment/55505#comment-55505 )


Can I get some advicing, or is there a guide/tutorial somewhere??


 


7 - I know its possible to revert back and forth the NV/FO3 intro music, would it also be possible to change the graphical intro to that of FO3? (With the slides rolling, gotta love that intro!!) Altough its likely hardcoded into the fallout3.exe or something of the kind. Perhaps this goes more like a request for TTW team than something I could do on my own.


I believe thats mostly it for now, thanks to everybody who can advice me in any of these questions and I'll try to return all the help as time goes by \o/


Oh! PS: What is the syntax to post script code here in the forums and preserve the format? Tried some stuff but none worked  =X


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

Thanks luthien!!

Post by H1ms3lf » Sat May 20, 2017 10:24 pm

Thanks luthien!!


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Like he said, there's no real

Post by jlf65 » Sun May 21, 2017 3:20 pm

Like he said, there's no real good way to clean a mod automatically. The best way is to inspect each changed record and toss the ones you didn't want to change. It's slightly easier to do this in xEdit, but can still be done in GECK. It's very easy to bump a damn sunbeam while you're placing an object in the GECK, and that slightly bumped sunbeam results in a new record overriding the old sunbeam. If you're going through the cell edits and find a sunbeam that you didn't mean to move, delete it from your mod. Cleaning by hand can take a while on a major mod, but it's really the only way to do it. Automatic methods can remove too much while leaving things that should have been deleted. If you're in doubt, leave it! It won't hurt to leave an "unclean" edit, but may crash the system to delete something you thought wasn't needed. Hell, cleaning the main game assests is what causes a lot of people serious issues.



H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

Thanks jlf65!!

Post by H1ms3lf » Sun May 21, 2017 4:00 pm

Thanks jlf65!!

Trying to edit around in some scenarios can be a headache, hard to select/move what I want with all that junk (light markers and god knows what else) getting in the way ^^



Yup I'm cleaning plugin in Xedit, its rather easy/fast just gotta remember what I changed and double check when in doubt ^^


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



User avatar
jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

H1ms3lf wrote:Thanks jlf65!!

Post by jlf65 » Sun May 21, 2017 8:06 pm

[quote=H1ms3lf]Thanks jlf65!!

Trying to edit around in some scenarios can be a headache, hard to select/move what I want with all that junk (light markers and god knows what else) getting in the way ^^



Yup I'm cleaning plugin in Xedit, its rather easy/fast just gotta remember what I changed and double check when in doubt ^^


[/quote]



The last time I placed something with the GECK (some schematics), I wound up with about a half dozen overrides in the same place... mostly sunbeams and lighting crap - things I didn't mean to change, but couldn't help doing so while trying to get the schematic placed just right. Very often what I do is find something in the same room, duplicate it, change it to what I want, then alter the coordinates by hand in xEdit. Not as easy or fast as GECK, but you don't change anything else by accident. One thing I found that helps is to position the player exactly where you want the item, facing the right way, then pull up the console and use the pos/angle commands to see where the player is. Write down the results and use that in xEdit to set the item.


[quote]player.GetPos X


player.GetPos Y


player.GetPos Z


player.GetAngle X


player.GetAngle Y


player.GetAngle Z[/quote]


 



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