I'm gonna try and get the conversion script port from FO3 mods for TTW, and I'm wondering about which mods don't work for conversion and why
My targets are
1. 3dNPC for Fallout 3 by Kris Taskiki
2. More to Megaton
3. The Librarian
4. Rockville Commons
And if possible
Devil's Wish by Devil's Wish
I'm wondering what will work and what won't and why. I'm also wondering if I can make ports and if they work for me, if I can release them as is because there are seven years with more technical prowess than myself. Because if I can get functional mods out for other people, so much the better for everyone.
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Questions on conversion for four mods
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Lyndi
- Posts: 555
- Joined: Tue Jul 07, 2015 8:32 pm
Re: Questions on conversion for four mods
None of it will work if all you do is run the script. The script converts some of the stuff that's tedious to do by hand, but you have to use the GECK to fix everything else.
Produces the programming equivalent of coffee stains.
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charwo
- Posts: 241
- Joined: Sat Jan 19, 2013 1:14 pm
Re: Questions on conversion for four mods
OK, what stuff need to be fixed in Geck?
I know there are the FNVEdit changes but what's this about the Geck?
I know there are the FNVEdit changes but what's this about the Geck?
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Lyndi
- Posts: 555
- Joined: Tue Jul 07, 2015 8:32 pm
Re: Questions on conversion for four mods
The header version can only be updated by saving it in the GECK for starters. Scripts need to be updated and changes need to be forwarded. That can only be done in GECK. Navmeshes can only be done in GECK. If conversions were as easy as running the script everything on the nexus would've been done by now.
Produces the programming equivalent of coffee stains.