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FNV Edit Series - Converting FO3 Mods

General modding guides and authoring tutorials.
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deadboy
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RoyBatty wrote:

Post by deadboy » Wed Mar 18, 2015 11:47 am

[quote=RoyBatty]


They are correct, hotlinking to the site has been disabled by therm because it was being hammered.


[/quote]


Could I suggest adding the links to your OP and then changing the links in your video notes to link back to that OP?  And your not so subtle hint is taken. I shall give you a thumbs up!



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RoyBatty
Gary
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Location: Vault 108

Done

Post by RoyBatty » Wed Mar 18, 2015 7:57 pm

Done


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nekollx
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how are scripts handled, i

Post by nekollx » Tue Apr 21, 2015 12:24 am

how are scripts handled, i have some non FOSE script in the moids im converting, (so they use vanilla scripting) do i need o take the converted mod and open it in geck, i tried that could not find how to recompile just the 2 new scripts and had to recompile all which bloats the file with 5k unchanged scripts? Is there a better way?



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RoyBatty
Gary
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Yeah, write down the script

Post by RoyBatty » Tue Apr 21, 2015 2:41 am

Yeah, write down the script filenames when looking at them in edit. you can then recompile just those scripts in GECK.


Also you should never ever recompile all.


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nekollx
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so was doing testing on my

Post by nekollx » Tue Apr 21, 2015 6:57 am

so was doing testing on my twitch earlier and discovered if the scripts were made in the geck, ie not dependent of FOSE then just running the conversion script is enough and they work flawlessly



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RoyBatty
Gary
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Yeah that is generally the

Post by RoyBatty » Tue Apr 21, 2015 4:58 pm

Yeah that is generally the case, except sometimes there is F3 commands that need to be removed/disabled like addachievement.


 


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nekollx
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Joined: Fri Apr 17, 2015 4:35 pm

usualy the modsi work with

Post by nekollx » Tue Apr 21, 2015 8:50 pm

usually the mods i work with don't involve things like that but good to know


Made a conversion video


https://www.youtube.com/watch?v=Dm48MYQajmY


 



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RoyBatty
Gary
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New video up on how to make

Post by RoyBatty » Tue Jun 16, 2015 12:26 pm

New video up on how to make merge patch.


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sr383
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When editing the 1.34 version

Post by sr383 » Sat Sep 26, 2015 10:11 pm

When editing the 1.34 version of GNR Enhanced, I saw more than just a FreesideNorthWorld Worldspace. (There was also something in/for the Pitt.) I went ahead and deleted all the Worldspaces, and the mod seems to be working fine. 


Thanks!



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RoyBatty
Gary
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Yes, further changes to TTW

Post by RoyBatty » Sat Sep 26, 2015 11:10 pm

Yes, further changes to TTW since this video was made. Just clean ITM's and all will be fine.


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