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BelGarion
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CotW Conversion to TTW

Now the body and skins should, in theory, work, but the alternate start and the cutie shops won't. Need to place both cutie shops where they belong in both games, Big Town and Goodsprings, and get the alternative start to work, besides that, can use the assets from the two mods merged into one Data folder, just need the fixed and merged ESM/ESPs . :D 

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luthien
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Just use the New Vegas

Just use the New Vegas version of CotW.

 

Once I finish up the next builds of both versions of LCWE, I'll be combining them both into a TTW version. One of the main features of the new FO3 build is that it makes the Childhood Beginning plugin redundant and scripts all of the changes it makes--even the dialogue--if you start a new game as a child character. This, of course, will be carried over into TTW builds.

One other major change for both versions is still in the air behind the scenes, so I'm not yet prepared to give details.

 

Don't worry about CotW; I have irons in the fire to make the child-player experience work with TTW,

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Speaking of CoTW, has anyone

Speaking of CoTW, has anyone transferred the Ashara/Coolhair to CoTW or Shojo Race?

BelGarion
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luthien wrote:

luthien wrote:

 

Just use the New Vegas version of CotW.

 

Once I finish up the next builds of both versions of LCWE, I'll be combining them both into a TTW version. One of the main features of the new FO3 build is that it makes the Childhood Beginning plugin redundant and scripts all of the changes it makes--even the dialogue--if you start a new game as a child character. This, of course, will be carried over into TTW builds.

One other major change for both versions is still in the air behind the scenes, so I'm not yet prepared to give details.

 

Don't worry about CotW; I have irons in the fire to make the child-player experience work with TTW,

 

Umm, will it work? You start in Vault 101, so wouldn't you need the FO:3 version beginning sequences? Then they changed the NV beginning sequences to skip the Char Creation parts since, obviously you did it in Vault 101 so no point in doing it all over again when you first arrive in NV, not to mention they say, when you first travel to NV, that 9 years had elapsed. Which, given the content for Lonesome Road, made sense since Ulysses said you created a community in Hopeville and your last package there blew it all to bits. >.< Not sure how all that will be worked into CotW. *hmm* But still be interesting if it could be all made to work.

luthien
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Using CoW-FNV with TTW will

Using CoW-FNV with TTW will work for the playable races, but you will be aged into adulthood normally during the events in Vault 101. You can change your race back into a child at the exit door, however. You also will not have access to any of the CUTE Shop armor or clothing until you make the trek to Goodsprings.

 

The other changes (like the vault kids aging, the LL kids' dialogue, etc.) will be fixed in LCWE-TTW.

 

Quote:
Speaking of CoTW, has anyone transferred the Ashara/Coolhair to CoTW or Shojo Race?

Not to my knowledge, but I don't use custom hairstyles in FNV--not even the CotW ones--because there are no custom hair mods out there that are made properly for the engine.

BelGarion
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luthien wrote:

luthien wrote:

 

Using CoW-FNV with TTW will work for the playable races, but you will be aged into adulthood normally during the events in Vault 101. You can change your race back into a child at the exit door, however. You also will not have access to any of the CUTE Shop armor or clothing until you make the trek to Goodsprings.

 

The other changes (like the vault kids aging, the LL kids' dialogue, etc.) will be fixed in LCWE-TTW.

 

Quote:

Speaking of CoTW, has anyone transferred the Ashara/Coolhair to CoTW or Shojo Race?

Not to my knowledge, but I don't use custom hairstyles in FNV--not even the CotW ones--because there are no custom hair mods out there that are made properly for the engine.

*peeks at his FO:3 install* I thought the FO:3 Cute Shop was a separate ESP? Or was that just the door fix? O.o Now I don't remember, haven't played vanilla FO:3 in a coons age, only recently played it though TTW. Though I suppose I could plop a vendor down in Rivet City or Megaton as a temporary patch. >.<

BelGarion
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Ok, update, it works though

Ok, update, it works though the armors in FO:3 aren't, so far, converting over, which I'm guessing due to missing meshes? Can I extract meshes from your FO:3 mod or the CotW mod to fix or will there need to be additional editing of the NV LCWE to make it all work? 

luthien
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The items have to be

The items have to be duplicated and added to the lists used by the scripts that swap them. The plan is to merge the FO3 and FNV versions together for TTW once I get them finished.

BelGarion
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*peers at LCWE* So I see, and

*peers at LCWE* So I see, and tack Luthi onto the dups. Looks to be tedious, might be easier to add a Cuteshop Vendor to Megaton as a temporary patch until your done. The Cuteshop armors should work. That way you can take your time. :D Wonder if I should upload the vendor plugin to here. *hmm* Since it'll be entirely my own creation, except the duplicated vendor chests. That'll probably mean I'll need permission from someone. >.< Ah well.

Update: Mod's done and working, noticed the child's version of the sheriffs' hat clips some though the default hair for red head children, and setting "Hair" makes her bald. >.< I have seen some hats that sets the hair to some short short version to prevent clipping but I have *no* idea how it's done. I want to make a TTW child companion that will be wandering outside of Vault 101 (with her story being she snuck out of the Vault when your Dad left and got stuck outside) but, geesh, been reading a guide on companion making and it's giving me a headache. >.< Anyway, though, all is working so far. :D 

luthien
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I can explain the hair thing.

I can explain the hair thing.

 

Hair meshes are composed of two objects in the NIF file. One is the normal hair, and the other is a version of it pressed flat on the top and sides to prevent clipping through headgear. These objects are named 'nohat' for the normal hair object and 'hat' for the... hat version. The game engine decides which of these objects to display based on their internal name (hat or nohat) and whether an actor is wearing equipment that uses the 'Hair' body-slot.

 

This assumes, of course, that the hair meshes are created properly for the engine...

A lot of custom hair mods use assets ported from other games, which means that the meshes themselves do not have the second 'hat' object. This results in a bald head when wearing a hat in both FO3 and FNV, as the engine does not have a mesh to display when the hair is overridden by use of the Hair body-slot.

Some intrepid hair-style modders do add a 'hat' object, usually copied from one of the vanilla hair meshes. This causes the vanilla 'hat' object to display instead of a bald head in Fallout 3. New Vegas has further requirements for functioning hair meshes.

In order for a hair mesh to work properly with hats in FNV, even if it is made correctly with both objects, it must be loaded from a BSA archive. Hair meshes loaded as loose files in the Data directory will not display the 'hat' object under any circumstances. This is a major change from Fallout 3 where loose hair meshes worked as expected, and almost all hair-style mods are ported from it as they are--without using BSAs. None of them work with hats. In order for actors not to go bald, the NIF and EGM files for the hair-styles must be put in a BSA archive and the original loose files deleted.

Another important thing to note about these 'hat' objects is that in New Vegas they cannot use a different texture from the 'nohat' object. That means that all of the hair meshes that use a vanilla 'hat' object are going to look really strange, because the engine ignores the assigned textures for the object and uses the texture for the 'nohat' object for it instead. Because of that, fixing the problem isn't as simple as packaging up the files or even adding vanilla 'hat' objects to the meshes.

Fixing hairstyles to not go bald when hats are worn is going to require someone creating new 'hat' objects for each hair mesh that look good with the same texture. Since most hair meshes are just ports from other games, I'm not holding my breath in hope that the people who release hair mods have any real modelling skill as required to make 'hat' objects for them. It's far too easy to break other mods that judge gear based on body-slots than to actually fix the hair meshes.

 

Anyway, that's enough of that rant. The CotW hairstyles suffer the same problems as every other custom hair, so my advice is simply to not use them at all.