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FNV Edit Series - Converting FO3 Mods

General modding guides and authoring tutorials.
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JoeLuck
Posts: 21
Joined: Mon Dec 30, 2013 1:25 pm

I keep gettting that the file

Post by JoeLuck » Tue Jun 14, 2016 3:06 pm

I keep gettting that the file i need is not in the script folder. I have downloaded the conversion pack twice and the file I supposedly need is not there. What do I do?


I get the message FNVEDIT\TTWCONVERSION.CSV CANNOT OPEN FILE. tHE SYSTEM CANNOT FIND THE FILE SPECIFIED.



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

You didn't install FNVEdit or

Post by RoyBatty » Tue Jun 14, 2016 9:23 pm

You didn't install FNVEdit or the pack into the Root Fallout New Vegas directory (not the Data dir).


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a2937
Posts: 130
Joined: Mon Jul 04, 2016 3:44 pm

My apologies for necro

Post by a2937 » Wed Jul 06, 2016 11:01 pm

My apologies for necro-posting, but I have a question. Did the conversion resources change at some point? 



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

They shouldn't have. Also

Post by RoyBatty » Thu Jul 07, 2016 3:23 am

They shouldn't have. Also this topic is always open so no worries.


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oni136
Posts: 4
Joined: Sat Jun 18, 2016 6:59 am

Hey Roy, thanks for your

Post by oni136 » Fri Jul 08, 2016 3:45 pm

Hey Roy, thanks for your tutorial Ive finally started to convert fo3 mods and it seems to work,  Now I just have an issue with the first conversion I did, It was an armor mod converted for my own personal use, I've edited in the geck for the armor to have DT values and after I've loaded up my game and bought the armor to check, I've noticed that the DR value of the armor remained and the DT description for other armors seems to disappear and reappear in a matter of seconds whenever I equip said converted armor, my question is can I remove the DR values for my converted armor mod? Any insight will be highly appreciated.


 


Thank You



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RoyBatty
Gary
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Yes you can remove the DR

Post by RoyBatty » Fri Jul 08, 2016 9:09 pm

Yes you can remove the DR values. Also NV supports both and the pipboy will fade between the values.


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brfritos
Posts: 66
Joined: Tue Nov 01, 2016 2:16 am

I used this guide to convert

Post by brfritos » Sun Nov 20, 2016 3:46 am

I used this guide to convert a mod from FO3 to use with TTW and it worked like a charm.


No Talon Regulator Karma Ambushes


 


Thanks a lot for the guide RoyBatty


 


PS: Off-topic: who was the 'jenious' in FO3 dev team who thinked that having a karma system should net the player striker teams wanting to kill him/her?



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Converting mods is fun. :D

Post by RoyBatty » Sun Nov 20, 2016 4:48 am

Converting mods is fun. :D


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CyberDanz
Posts: 44
Joined: Wed Mar 05, 2014 4:32 pm

invaderdimz wrote:Does the

Post by CyberDanz » Mon Jan 23, 2017 11:24 pm

[quote=invaderdimz]

Does the converting of scripts apply to a mod thats an esm? I converted The institute and the voice acting is not there. http://www.nexusmods.com/fallout3/mods/14449/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmoddescription%2F%3Fid%3D14449%26preview%3D&pUp=1

[/quote]

I, too, have the same question regarding esm's and the ttw conversion script. For example, RRCompound Redux for DCInteriors is esm only.. or Arefu Expanded which has both esm and esp. I understand all masters need updated, and I know to run the script on esp's.. run through geck, then remove the dirty edit after. However, do we run the script on single file mods that are esm and on esm'so that include an esp?

Also when recompiling scripts in GECK, do we recompile scripts in the esm files as well?

Thanks!

I'm led to believe the answer to be no on esm's considering that other mods lower on list can override those files. But, I'm not sure. Weird how there's like 20 scripts in the esm, but only one in the esp. Do I recompile the esm scripts too? Sorry, I'm not new to modding in general. I'm just new with modding ttw. This is a new learning curve for me... since I'm not used to altering mods, just making them work.


CyberDanz The public junkie who LOVES Fallout!

GrantSP
Posts: 123
Joined: Sun Jan 08, 2017 11:13 pm

What difference, if any, does

Post by GrantSP » Tue Jan 24, 2017 1:27 am

What difference, if any, does the lack of "Fallout3.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat" do for converted Fallout 3 plugins?


Since every version of xEdit needs that data from the game executable to safely edit plugins for that game, I'm assuming there is some relevance to the Fallout 3 plugins that we port to TTW. I've not searched for an answer as yet, just watched the video above and starting to read the PDF. It probably has no bearing at all but... you know... curiosity!



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