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Marts Mutant Mod: why is it difficult to convert?

General mod discussion and requests.
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templeofninpo
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Marts Mutant Mod: why is it difficult to convert?

Post by templeofninpo » Tue Dec 10, 2019 6:43 pm

In lieu of someone converting Marts Mutant Mod (MMM- https://www.nexusmods.com/fallout3/mods/3211/) to TTW 3.2.*, would it be possible for someone in the know to describe how to do it?

I've read that it would be labourous but I am good at labourous if it is not extremely technical. Just curious.
My New Vegas Garbage Guru mod- https://www.nexusmods.com/newvegas/mods/58996

'Right to Sleep' Data Hub (The Process of How It Is That It Is Legal to Have a Tent, at Night, in a Park in the City of Victoria, BC, Canada)- http://goo.gl/maps/5P9ZU

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RoyBatty
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Re: Marts Mutant Mod: why is it difficult to convert?

Post by RoyBatty » Thu Dec 12, 2019 11:04 am

Because the meshes are broken as hell.
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templeofninpo
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Re: Marts Mutant Mod: why is it difficult to convert?

Post by templeofninpo » Sat Dec 14, 2019 11:15 am

Like 'a few thousand texture path corrections' broken as hell or 'requiring rare fortitude with blender' broken as hell'?
My New Vegas Garbage Guru mod- https://www.nexusmods.com/newvegas/mods/58996

'Right to Sleep' Data Hub (The Process of How It Is That It Is Legal to Have a Tent, at Night, in a Park in the City of Victoria, BC, Canada)- http://goo.gl/maps/5P9ZU

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jlf65
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Re: Marts Mutant Mod: why is it difficult to convert?

Post by jlf65 » Sat Dec 14, 2019 2:05 pm

Someone released a tool recently that would correct texture names in meshes if that's the issue. If not, or not the only issue, still gonna be a lot of work.

I'd give a link, but it's been hidden since by the author. Hmm - did he run across a bug and hide it until he could fix it? Don't know... :?

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RoyBatty
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Re: Marts Mutant Mod: why is it difficult to convert?

Post by RoyBatty » Tue Dec 17, 2019 2:01 pm

Bad skinning, broken skeletons.
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