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A conversion script for TTW 2.0 Mods to TTW 3.0
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maxcorrice
- Posts: 8
- Joined: Fri Nov 09, 2018 3:04 pm
A conversion script for TTW 2.0 Mods to TTW 3.0
I have been trying to use Xedit to update my mods but this is extremely difficult when there's no indicator of what the reference was originally to, mobile truck base for example has a reference in three different scripts to a global reference or variable that doesn't exist anymore. there's also the issue with weapon mods being changed and especially with custom weapons. i know it would be difficult but it would expedite the updating process and would allow users to fix mods themselves before an official update is made.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: A conversion script for TTW 2.0 Mods to TTW 3.0
The new script is generic, there is an update database for it already. TTW Update.csv
TTW 3.x is not the same at all as 2.x , this is why we explicitly marked in the forum not to use 2.x mods with 3.x
If there is problems with those mods they will need to be fixed manually. We've done what we can already to make the process as easy as we can.
Modding is a self motivated hobby.
TTW 3.x is not the same at all as 2.x , this is why we explicitly marked in the forum not to use 2.x mods with 3.x
If there is problems with those mods they will need to be fixed manually. We've done what we can already to make the process as easy as we can.
Modding is a self motivated hobby.

- pintocat
- Posts: 576
- Joined: Sun Apr 07, 2013 12:50 am
Re: A conversion script for TTW 2.0 Mods to TTW 3.0
I've got the Mobile Truck Base just about done, but as for seeing what specific errors are in GECK, are you using GECK Extender? (or even the old GECK Powerup Fork)? They'll give you actual info on what's wrong instead of silently failing. And for the xEdit, are you using the newest version from Github, not the one from nexus? the conversion scripts need the new one
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maxcorrice
- Posts: 8
- Joined: Fri Nov 09, 2018 3:04 pm
Re: A conversion script for TTW 2.0 Mods to TTW 3.0
TTW Update.csv doesn't work for me, changes stuff but doesnt do anything to fix the [error could not be resolved] in the scripts (even with the most up to date xedit)
and im not using the geck to update, though i have geckpu and the NVSE loader, but seeing as its mostly errors resulting from missing or moved references xedit seems much more helpful and understandable.
and im not using the geck to update, though i have geckpu and the NVSE loader, but seeing as its mostly errors resulting from missing or moved references xedit seems much more helpful and understandable.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: A conversion script for TTW 2.0 Mods to TTW 3.0
I need the esp to locate the issue, perhaps some form is missed. Also worldspace parents will not be resolved until saving and reloading the plugin.

- pintocat
- Posts: 576
- Joined: Sun Apr 07, 2013 12:50 am
Re: A conversion script for TTW 2.0 Mods to TTW 3.0
The "error could not be resolved" in the scripts you really need to have GECK extender or GECK power up to tell you what the problem is. Vanilla GECK is not going to tell you what the problem in the script is, it will just say that there is a problem. If it's the MTB version I'm thinking of (there's a lot of them out there) it's probably on "tdxHardcoreSafeAdvanceHours", trying to
I just replaced the entire contents of that script with
but this function was deprecated from TTW 3.2, because JIPLN has a function for passing time without all the kludgy workarounds for ensuring the month doesn't wrap to month 13 instead of 12 etc etc.call TTWFNHardcoreSafeAdvanceDays daysToPass monthsToPass yearsToPass
I just replaced the entire contents of that script with
And finally, when you're converting mods with scripts, you need to re-compile them in the GECK anyway, to ensure the forms they reference are correct.SetGameHour hoursToPass