TTW 3.2 user
TL;DR I made a static mesh, and I want to place it somewhere/anywhere in a cell of the TTW world so I can see it in game. Can I?
I made an item, I want to place to the world, preferably in an interior cell. I tried 4 locations so far (Megaton Player House, Doc Mitchel House, Megaton, Jericho's house). All of those cause my game to hang/stop loading in the start screen. It seems that TTW is incompatible with editing interior cells. Will this be the case for all cells, or is there a place where I can place this item safely in the TTW world, or is there a specific process to make mods ttw-compatible? (Just so I won't have to resort to getting the item's formid through fnvedit)
Thanks.
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Is there a cell I can place an item safely? (Quick Q)
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KeyC0de
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- jlf65
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Re: Is there a cell I can place an item safely? (Quick Q)
You should be able to place it anywhere. Sounds more like a bad mesh than anything else. If you made the esp with FNVEdit, it should be fine for TTW3. Bethesda games are really picky about the nifs - you gotta have all the right versions for every part of the object or bad things can happen. There are a number of videos on converting meshes into nif on youtube - I'd suggest checking some out and making sure you're doing it right. Frankly, it's a huge pain in the ass trying to get all the proper versions of each app to make the proper nif... unless someone made a tool to make that process easier in the last couple years since I last looked into it.
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KeyC0de
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Re: Is there a cell I can place an item safely? (Quick Q)
1. The .nif works in regular Fallout New Vegas.
2. The .nif works in ttw if I check its form id through FNVEdit and then spawn it to my inventory and then drop it to the world.
3. The .nif doesn't work in TTW when I place it in a cell (through GECK). When I do that and then load up the game, when the letters in the main menu are going to appear the game crashes to the desktop or hangs instead.
The model itself is fine. I have converted it into FNV & FO4 nifs. However, when placing it in a cell anywhere in the TTW world (tried other places too) the game (TTW executable) hangs when loading the main menu. There is a peculiarity with cell editing and/or with the GECK itself working properly in TTW (although I've installed GECK Extender and similar mods for compatibility to TTW). I have even tried RoyBatty's script for converting FO3 to FNV/TTW mods (even though the mod isn't for FO3) and failed the same way. There are no 'layers' in CELLs in FNV as in FO4 right?
At any rate, I'll just accept this limitation for now and just spawn the model through console as I can't place it with GECK anywhere in the TTW world.
2. The .nif works in ttw if I check its form id through FNVEdit and then spawn it to my inventory and then drop it to the world.
3. The .nif doesn't work in TTW when I place it in a cell (through GECK). When I do that and then load up the game, when the letters in the main menu are going to appear the game crashes to the desktop or hangs instead.
The model itself is fine. I have converted it into FNV & FO4 nifs. However, when placing it in a cell anywhere in the TTW world (tried other places too) the game (TTW executable) hangs when loading the main menu. There is a peculiarity with cell editing and/or with the GECK itself working properly in TTW (although I've installed GECK Extender and similar mods for compatibility to TTW). I have even tried RoyBatty's script for converting FO3 to FNV/TTW mods (even though the mod isn't for FO3) and failed the same way. There are no 'layers' in CELLs in FNV as in FO4 right?
At any rate, I'll just accept this limitation for now and just spawn the model through console as I can't place it with GECK anywhere in the TTW world.
- jlf65
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Re: Is there a cell I can place an item safely? (Quick Q)
IMHO, the GECK really sucks, even with the extender. I only use it to compile scripts. When I want to place stuff in the world, I place something in the world where I want it, then go to the console and use getpos and getangle to figure out the coords/angles. Find something in the world nearby and get it's ID. Look that item up in FNVEdit, duplicate the item into your esp, then edit the ref to your object, and set the position/angle you got from the console. It's not as convenient as placing the item in GECK, but GECK sucks, adding a BUNCH of junk to your esp that shouldn't be there. Use the GECK and you'll need to clean the esp anyway, so I avoid it except to compile scripts... and then still have to use FNVEdit to clean the esp as GECK added a bunch of crap to it even though all I did was compile one script.
- RoyBatty
- Gary
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Re: Is there a cell I can place an item safely? (Quick Q)
The GECK adds crap because of persistence changes to objects in the world. I fixed most of them for 3.3 so they don't happen anymore, but there is still a few I'm not sure what causes them.
If you have crashing or hanging your plugin is wrong, did you check only TTW when loading masters (do not set it as active!). It's possible your model has broken havok too.
No, F3/NV do not have layers (I wish they did).
If you have crashing or hanging your plugin is wrong, did you check only TTW when loading masters (do not set it as active!). It's possible your model has broken havok too.
No, F3/NV do not have layers (I wish they did).

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KeyC0de
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Re: Is there a cell I can place an item safely? (Quick Q)
The only master of the plugin is the main Fallout New Vegas esm. As I first made it for Fallout New Vegas - non TTW (which works good there) and now I want to load it in TTW too. Should I set it to own all other masters as the TTW esm does? I think I tried that too, but still failed; if you can instruct I'll try again.
Indeed, I wish it had layers.
Indeed, I wish it had layers.
- RoyBatty
- Gary
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Re: Is there a cell I can place an item safely? (Quick Q)
if its just NV and the plugin is made correctly then it should work.
