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out of the modding loop

General modding guides and authoring tutorials.
Corruptbacon
Posts: 19
Joined: Wed Nov 20, 2019 5:48 am

Re: out of the modding loop

Post by Corruptbacon » Fri Dec 06, 2019 4:30 am

i need a super comprehensive guide to converting stuff from fo4 to TTW
iv seen some guides that cover aspects, downloading the tools and add-ons is one thing, but how to add the add-ons?, where to they go? where/how best to install? any help is appreciated.

did TTW add rats,geckos,mantises,advanced centaur to the capital wasteland?, i think those particular creatures would ne in many if not all wastelands

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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Re: out of the modding loop

Post by jlf65 » Fri Dec 06, 2019 1:18 pm

You will find nothing on converting from FO4 to TTW, nor will you find comprehensive guide on modding in general, only on a scant few very specific topics. The best you will find is general purpose how to setup and use GECK or xEdit videos. There is nothing that will hold your hand and walk you through modding - you just gotta bite the bullet and learn through trial and error (lots and LOTS of error) and hints from old threads, and begging people on places like this one for hints.

A few hints:

Use Mod Organizer 2 - it will keep your modding completely separate from the rest of the game, so that WHEN you mess up, the base game is still fine. Use xEdit instead of GECK wherever possible. xEdit is much easier and cleaner for modding than the GECK. If you have to use the GECK (to compile a script or place an object or build some scenery), go back and use xEdit to clean it up afterwards. If you want to know how a mod does something, don't ask, open it up in xEdit and look at how it's done. Looking at other mods in xEdit is the best way to learn how to mod Beth games. Only bug modders when it's important - constantly asking for help is a great way to wind up on the ignore list. Finally, remember that no one here (or nexus or many other places) is paid to do this, so they owe others nothing at all. You see lots of people who act like the TTW team owes them personal help simply because they ran into an issue. They're often rude and demanding. What winds up happening is parts of the team wind up quitting or taking an extended leave of absence, hurting everyone.

Corruptbacon
Posts: 19
Joined: Wed Nov 20, 2019 5:48 am

Re: out of the modding loop

Post by Corruptbacon » Fri Dec 06, 2019 1:23 pm

fair enough. thanks

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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Re: out of the modding loop

Post by jlf65 » Fri Dec 06, 2019 3:41 pm

Don't let me discourage you, modding Beth games is a lot of fun. It's actually not that hard to do simple things, and work up to more complicated stuff. Use MO2 and xEdit are the two primary things to remember, then just dive on in. Start small... modify a weapon or two and some armor. Look at all the mods you like to use. There's no better reference than seeing how others did it.

Corruptbacon
Posts: 19
Joined: Wed Nov 20, 2019 5:48 am

Re: out of the modding loop

Post by Corruptbacon » Sun Dec 08, 2019 5:24 am

apologize if my post sounded demanding, i was/am having trouble converting nifs and getting things to open in blender.

when using x edit i remember it was once recommended to make a custom compatibility file to get the options desired when in involving multiple mods, recommended practice or not?

and in regrades to TTW are the specific objects or loaction that should be left alone when modding?

thanks

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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Re: out of the modding loop

Post by jlf65 » Sun Dec 08, 2019 2:00 pm

Ugh - the less said about the nif issue, the better... or the worse for modders. :lol: There are VERY specific versions for nifs that each game likes, and only certain versions of each tool that can handle them. You're going to need to track down an old thread on which versions of Blender and the other tools can be used, and what version numbers you need to set all nif parts to. I can't help with that... it was more complex than I was willing to deal with after a couple brief attempts. It's been several years, so I can't even tell you where or if those threads even exist today. The last time I needed to edit a model for Fallout, I did so inside nifskope with an existing model.

In general, unless you're making a full conversion or merger of mod(s), making a patch mod is recommended. In some cases it is mandatory since you can't get permission to do anything with the original mod. If you need permission for a full conversion or a merger and can't get it, you're just screwed. You'll need to make a new mod from scratch doing the same thing without using the original mod(s). Some people just do it anyway without permission and hope for the best. You'll see posts of updates of mods on the nexus where the author states that they tried to get a hold of the original author for permission, but couldn't, and that if the original author objects, they will take their mod down. The TTW board is more strict about this: no posting mods if you don't have permission.

The biggest thing to watch for with TTW mods is probably the scripts when moving between the Mojave and the Capital Wasteland, followed by all the changed form lists. It usually pretty easy to see when you're about to step in it when editing in xEdit - you'll see entries for the nv and/or fo3 esms and the Tale of Two Wastelands esm. When you see TTW overriding an entry, WATCH OUT! Don't forget YUPTTW - if you don't have that active when editing a mod, you might miss crucial fixes for TTW. All this is nearly impossible to notice inside GECK - yet another reason I hate using GECK to make mods.

Corruptbacon
Posts: 19
Joined: Wed Nov 20, 2019 5:48 am

Re: out of the modding loop

Post by Corruptbacon » Mon Dec 09, 2019 5:23 am

thanks for all that , i know its a small difference i have never uploaded anything, any changes i make are purely for personal use. stability/convenience and the like.
i looked this up but i see no compatibility for RR Companions Vault i like the custom companion element i like creating friendly Gary's to be expendable assets do you thing this mod would conflict severely?

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jlf65
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Joined: Wed Aug 10, 2016 9:10 pm

Re: out of the modding loop

Post by jlf65 » Mon Dec 09, 2019 2:38 pm

Didn't realize there was an RR vault for NV. I loved the FO3 version. The NV version has decent permissions, so if it's not quite compatible, a conversion could be made. The permissions for the FO3 version are a bit more of an issue - you can use any assets, but you can't make any improvements without permission, and not allowed to make a conversion to another game at all... which makes me wonder about the NV version, which is not by the same author. :?

EDIT: Looking over the description for NV RR, it says "The RR Companions Vault was created by NosRhyfelwr Permission was given for this conversion to New Vegas." So they did get permission for a NV version.

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