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RE: EVE's Incompatibility with TTW

General mod discussion and requests.
Vikes McSaxon
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RE: EVE's Incompatibility with TTW

Post by Vikes McSaxon » Tue Dec 25, 2018 6:00 am

Hello all. First post, I think.

I have seen it written in a few different places on this forum that EVE - Essential Visual Enhancements is incompatible with 3.x due to weapon meshes and animations, and I'm curious exactly what those incompatibilities are. It was the very first (maybe second, after the cleaned up NMC - SO MANY additional thanks to Roy for that .bat. <3) mod I tried with 3.x, despite my assumptions that it would take a giant dump as soon as I tried to start a new game. I am currently about 40 hours into play, and the only issues I have noticed at all, are a weird yellow smudge on the rear sight of the assault rifle/alloy assault rifle from OA, and a wimpy hiccup sound for A3-21's Plasma Rifle. Beyond that, all the crazy overblown energy weapon deaths seem to work fine, and the weapons themselves look as gorgeous as ever.

Am I missing something stupid? Are there clipping issues that should be bothering me but aren't because it's-Gamebryo-and-I-mean-come-on-seriously? Am I somehow forgetting dozens of animations that I used to love, and someone in this thread will remind me of them, and then I'll miss them and feel bad? Am I just incredibly lucky that the game hasn't completely shat the bed yet? I ask, because I know that for many players -- especially laser dweebs like me -- EVE is a must-have, and I'm sure that some folks would take the gamble on a clipping shoulder stock, or a millimeter or two of iron sight compensation. Which, incidentally, also has not been necessary so far.

Willing to be called names.

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RoyBatty
Gary
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Re: RE: EVE's Incompatibility with TTW

Post by RoyBatty » Tue Dec 25, 2018 6:13 am

The ironsights are going to be off, and there is script conflicts.
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Vikes McSaxon
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Joined: Wed Nov 28, 2018 4:41 am

Re: RE: EVE's Incompatibility with TTW

Post by Vikes McSaxon » Fri Dec 28, 2018 5:16 am

Interesting. I have encountered none of that, but I look forward to something failing catastrophically thanks to my stubbornness. Thanks, Roy!

mpjbay
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Re: RE: EVE's Incompatibility with TTW

Post by mpjbay » Tue Feb 05, 2019 10:15 pm

So is EVE compatible 3.2? This is a mod I to play with.

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RoyBatty
Gary
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Re: RE: EVE's Incompatibility with TTW

Post by RoyBatty » Wed Feb 06, 2019 12:48 am

Nope.
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mpjbay
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Re: RE: EVE's Incompatibility with TTW

Post by mpjbay » Wed Feb 06, 2019 3:15 am

Ballz

burner9875
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Joined: Sat Dec 01, 2018 4:39 am

Re: RE: EVE's Incompatibility with TTW

Post by burner9875 » Sat Mar 23, 2019 2:57 am

So what happens if you were to do this would it end up corrupting saves or anything or is it just going to conflict with the iron sights?

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RoyBatty
Gary
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Re: RE: EVE's Incompatibility with TTW

Post by RoyBatty » Sat Mar 23, 2019 7:02 am

There's script conflict so it's going to break stuff.

The iron sights being off is something that's not game breaking technically, but as a player I wouldn't want it. The changed animations will break F3/TTW weapons though.
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burner9875
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Re: RE: EVE's Incompatibility with TTW

Post by burner9875 » Thu Jun 27, 2019 11:25 pm

Oh ok well on another note I’ve created a merged patch for an animation mod and weapon texture mod and there are no issues with any of my weapons including the fallout 3 weapons the textures are fine and the iron sights aren’t off, So since I haven’t had any issues it’s fine right? also I have a couple of 2.9 mod running on 3.2.2 and there have been no issues will it cause issues in the future?

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RoyBatty
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Re: RE: EVE's Incompatibility with TTW

Post by RoyBatty » Fri Jun 28, 2019 11:46 am

coc TTWTestRoy , test all the weapons

2.9 mods are generally going to not be compatible, check with FNVEdit. If they make any worldspace alterations, gonna break stuff. Could be missing references and messing up changes/updates too.
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