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Mod Conversion for 3.2 Question

General modding guides and authoring tutorials.
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Aryanne_v2
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Mod Conversion for 3.2 Question

Post by Aryanne_v2 » Sat Nov 17, 2018 12:59 am

I'm trying to understand the process behind converting Fallout 3 mods to work with TTW and am just wondering if the current videos uploaded by Roy Batty are still applicable to the new version.

If not, is there a more updated guide to the process? Thank you.

Boschpiper
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Re: Mod Conversion for 3.2 Question

Post by Boschpiper » Sat Nov 17, 2018 9:14 am

The videos are still pretty accurate, just make sure to use the new scripts and the latest version of FO3Edit off github

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Aryanne_v2
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Re: Mod Conversion for 3.2 Question

Post by Aryanne_v2 » Sat Nov 17, 2018 2:37 pm

Boschpiper wrote:
Sat Nov 17, 2018 9:14 am
The videos are still pretty accurate, just make sure to use the new scripts and the latest version of FO3Edit off github
So am I using FONVEdit or F03Edit? Also, if I'm using one or the other how do I select the master files from the other game?

Boschpiper
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Re: Mod Conversion for 3.2 Question

Post by Boschpiper » Sat Nov 17, 2018 2:53 pm

FNVEdit, my bad

I'm not an expert with it but try referring to the guide - If I remember he covers it. Sorry I can't be of more help

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Aryanne_v2
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Re: Mod Conversion for 3.2 Question

Post by Aryanne_v2 » Sat Nov 17, 2018 3:10 pm

Boschpiper wrote:
Sat Nov 17, 2018 2:53 pm
FNVEdit, my bad

I'm not an expert with it but try referring to the guide - If I remember he covers it. Sorry I can't be of more help
It's no problem. I'll probably just wait for an updated guide because the only master files I can select are FNV's. Like, I can't even select the TTW master file.

Boschpiper
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Re: Mod Conversion for 3.2 Question

Post by Boschpiper » Sat Nov 17, 2018 3:12 pm

Oh dear - I'm sorry.

I'm being lazy and waiting for other people to convert things. I wish you luck though.

dilbert719
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Re: Mod Conversion for 3.2 Question

Post by dilbert719 » Sat Nov 17, 2018 6:06 pm

Aryanne, if you've followed the current recommendation of using MO or MO2, you'll want to install FNVEdit and the GECK (with GECK Extender; don't make the mistake I did of attempting to install GECK Power Up, which has been superseded) through MO.

To do that, click on the double gear icon (I'm using MO2, and never used MO1, so if you are and the icon is different, mea culpa) to bring up the Modify Executables screen. Add an appropriate title (FNVEdit or GECK), then find the executable using the ellipsis button next to the Binary box. Then, when you run FNVEdit/GECK, as long as you have your TTW instance loaded in MO, it should find all the files.

Boschpiper
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Re: Mod Conversion for 3.2 Question

Post by Boschpiper » Sat Nov 17, 2018 7:37 pm

Also - you need to edit you GECKcustom.ini file in your documents folder where your saves are, so that bAllowMultipleSelect (or something like that) is equal to one to allow multiple masters. Check Roy's video description, the edit is there.

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RoyBatty
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Re: Mod Conversion for 3.2 Question

Post by RoyBatty » Sun Nov 18, 2018 10:28 am

bAllowMultipleMasterLoads=1
bUseMultibounds=0

You need to run tools through Mod Organizer so they can see the file system.
Image

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Aryanne_v2
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Re: Mod Conversion for 3.2 Question

Post by Aryanne_v2 » Mon Nov 19, 2018 6:54 pm

dilbert719 wrote:
Sat Nov 17, 2018 6:06 pm
Aryanne, if you've followed the current recommendation of using MO or MO2, you'll want to install FNVEdit and the GECK (with GECK Extender; don't make the mistake I did of attempting to install GECK Power Up, which has been superseded) through MO.

To do that, click on the double gear icon (I'm using MO2, and never used MO1, so if you are and the icon is different, mea culpa) to bring up the Modify Executables screen. Add an appropriate title (FNVEdit or GECK), then find the executable using the ellipsis button next to the Binary box. Then, when you run FNVEdit/GECK, as long as you have your TTW instance loaded in MO, it should find all the files.
Thank you so much! :D

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