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Senterpat
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Fallout 3 Mod Conversions

Just a collection of mods that I'm converting for personal use, these are all updated using the conversion script, as well as the other guidelines set out by Jax here: http://www.taleoftwowastelands.com/content/converted-mod-guidelines. Other than that the mods remain untouched.

Trenton Towers, Franklin Mall, Muldoon Electronics, Vault 101 Revisited, The Regulators.

 

The converted mods can be found on the nexus: http://newvegas.nexusmods.com/mods/49937

 

Converted mods:

Trenton Towers
Original Author: General Varus II
Category: Buildings
Install info: Only the .esp is required.

Franklin Mall
Original Author: General Varus II
Category: Buildings
Install info: Only the .esp is required

Muldoon Electronics
Original Author: General Varus II
Category: Buildings
Install info: Only the .esp is required

Vault 101 Revisited
Original Author: KineticKat
Category: Quests and Adventures
Install info: Get the assets from the original mod, install to your New Vegas data folder, and replace its .esm with the one provided by this mod.

The Regulators
Original Author: WilliamSea
Category: Quests and Adventrues
Install info: Get the assets from the original mod, install to your New Vegas data folder, and replace its .esp with the one provided by this mod.

DC Confidential - Scattered Stories
Original Author: DeadlyAccurate
Category: Miscellaneous
Install info: Download and select which esp you want. Assets are included in the download.

Nightmare Realm
Original Author: WilliamSea
Category: Buildings
Install info: Download the orignal mod for the textures, then replace the .esm with the one provided.

Bridge Town
Original Author: WilliamSea
Category: Quests and Adventures
Install info: Download the assets from the original mod, then replace the .esp with the one provided.

Reykjavik - Iceland - Non GTS Version
Original Author: alexandersig
Category: New Lands
Install info: Download the assets from the original mod, then replace the .esp with the one provided.

Shadows and Dust - Tales from Southwest DC
Original Author: donlemonade
Category: Quests and Adventures
Install info: Download the assets from the original mod, then replace the .esp with the one provided.

Alton, IL
Original Author EMH
Category: New Lands
Install info: Download the original mod, install it into you New Vegas data folder, then overwrite the .esm and .esp with the ones provided.

Treasure Maps_Bobblehead Edition
Original Author: dittomagnet
Category: Quests and Adventures
Install info: Grab the assets, install them, use the .esp provided.

Treasure Maps_ A Fist Full of Caps
Original Author: dittomagnet
Category: Quests and Adventures
Install info: Grab the assets, install them, use the .esp provided.

Treasure_Maps_Secrets_Of_The_Wasteland
Original Author: dittomagnet
Category: Quests and Adventures
Install info: Grab the assets, install them, use the .esp provided.

Treasure Maps_ Underground
Original Author: dittomagnet
Category: Quests and Adventures
Install info: Grab the assets, install them, use the .esp provided.

The Overpass
Original Author: JkKiller
Category: Quests and Adventrues
Install info: Get the assets from the original mod, remove the original esp, replace with the one provided.

A Reasoned Argument
Original Author: Warll
Category: Quests and Adventures
Install info: All assets are provided.

A Devils Wish
Original Author: devilswish182
Category: Quests and Adventures
Install info: Grab the original mods assets, overwrite the esps with the ones provided. Make sure the patch is after the main file.

More2Megaton
Original Author: ndcowdy
Category: Quests and Adventures
Install info: Grab the original mods assets, overwrite the esp.

Dunwich Expansion - The Necronomicon Ex Mortis
Original Author: Satanabusjones
Category: Quests and Adventures
Install info: Grab the original mods assets, overwrite the esm.

Shadows and Dust - Volume 2
Original Author: donlemonade
Category: Quests and Adventures
Install info: Download the assets from the original mod, then replace the .esp with the one provided.

Mantis Labs
Original Author: Puce Moose
Short Description: Mantis Labs. A forgotten corporation that slipped into obscurity after the War. Something within its dark walls has awakened...
Category: Quests and Adventures
Install info: Download the assets from the original mod, then replace the .esp with the one provided.

In the Shadow of the Swamp
Original Author: Puce Moose
Short Description: A shady doctor relocated to Point Lookout many years ago. Can you find his Point Lookout motel room and uncover his motivation for being there?
Category: Quests and Adventures
Install info: Download the assets from the original mod, then replace the .esp with the one provided.

To sleep - perchance to dream
Original Author: Puce Moose
Short Description: Amidst the swirling dust of the wasteland you spot a tattered piece of paper dancing in the wind. Being born of curious stock you reach out and claim it from the breeze.
A flyer, with an advertisement for an open-air lecture. Interesting.
Category: Quests and Adventures
Install info: Download the assets from the original mod, then replace the .esp with the one provided.

An Evening With Mister Manchester
Original Author: Puce Moose
Short Description: Ouch! While wandering the wastes, you trip over something. Angrily rubbing your stubbed toe, you bend down to
examine the object that so rudely injured your toe.
A package. Curious.
Category: Quests and Adventures
Install info: Download the assets from the original mod, then replace the .esp with the one provided.

A Note Easily Missed
Original Author: Puce Moose
Short Description: A soft rustling sound catches your attention. Looking down, you see the wind has swept a tattered note against your foot.
Category: Quests and Adventures
Install info: Download the assets from the original mod, then replace the .esp with the one provided.

The Librarian - Orions Gate
Original Author: joey2176
Category: Quests and Adventures
Install info: Download the assets from the original mod, then replace the .esm with the one provided.

Sydney Follower
Original Author: drg6525
Short Description: Continue your partnership with Sydney the Relic Hunter past the end of "Stealing Independence." Features new dialogue, mini-quests, and a detailed companion ready to tear up the Wasteland with you. Lore-friendly, fully voiced and lip synced, with over 420 lines of dialogue added.
Category: Companions
Install info: All assets are provided.

TTW Version Compatibility: 

v2.0
v2.1
v2.2

Rating: 

0
Your rating: None
5
Average: 5 (16 votes)
Edited by: ttw-admin on 08/27/2013 - 08:56
suoert
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Thanks alot man, those are

Thanks alot man, those are the mods i always install with the regular fallout 3. Good job!

Awesome!

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12 more mods added to the

12 more mods added to the list, don't feel like listing them all so just check out the link.

Call me Pat. Senterpat is too much to type.

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Thanks for doing this! 

Thanks for doing this! 

I edited your first post to include the list of mods that you've converted -- mainly so people can find them if they search the TTW website for a mod name.

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Thanks, that's great! You

Thanks, that's great! You even got Vault 101 Revisited working - I spent forever trying to get that playing nicely with RFCW. Do you know if this bug where adding to worldspaces would cause AI packages to get stuck? I a YouTube video where this fairly irritated guy was going on with an example from Skyrim, using a cloned Cicero in a custom room.

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Senterpat,

Senterpat,

Will your conversion of Busworld be updated for 2.0? I was really looking forward to using it, but the page on NewVegasNexus is hidden.

Keep up the great work!

Senterpat
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Actually Grible said he

Actually Grible said he wanted to convert, and update it. Since he was involved in the original project, I don't want to release my conversion.

 

Updated OP with new conversions.

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More2Megaton??

More2Megaton??

I used to LOVE that mod, so glad I'll potentially be able to use it with TTW now... Such a heavily scripted mod, but it adds so much to the town I genuinely consider it essential to my playthrough.

Did you do any cleaning up on it (script-wise), or was it just a straight up conversion? Cause I remember there being a few bugs which caused CTD's to always happen at certain points.

Senterpat
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I cleaned up a couple of

I cleaned up a couple of errors, but I havent experienced any ctds. Do you remember what it was that caused the ctd?

Call me Pat. Senterpat is too much to type.

pwinkle
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There was one in particular

There was one in particular that happened if you tried to steal the contract documents for Oliver Murie from Colin Moriarty, that caused a pretty much instant CTD.

I think there was something to do with a bell that tolled when you were under siege... I can't remember tbh, been ages since I really played FO3 (That's partly why I love TTW)

I know that on the comments section, probs a page or two in by now... I remember some guy put up a fairly comprehensive list of bugs and errors, think he wanted to release his bug-fixes but was never able to get hold of the original mod author.... Could be worth hitting him if he's still around himself.

 

EDIT:

Alright I found the list, it's on the 5th page of the comments, its the top entry. He goes into quite a bit of detail with some of the bugs and fixes he made, so it should make things a bit easier for you if you're thinking of doing/willing to do some tidying up on that mod.

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Thanks for the info, I'll

Thanks for the info, I'll definitely look into it.

Call me Pat. Senterpat is too much to type.

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looking very good, 

looking very good, 

I haven't even tried a few of those before....

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For some reason the Forums

For some reason the Forums wont let me post a new topic, so here's a link to some useful FNV patches I made

http://newvegas.nexusmods.com/mods/50009

 

Call me Pat. Senterpat is too much to type.

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Many thanks!

Many thanks!

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Hey can somebody make a

Hey can somebody make a pipboy switch script? One where all I would have to change was the player.additem xxxxxxxx and player.equipitem xxxxxxxx commands in the script? I am trying to make a mod that adds more pipboys to the game. Oh and a pipboy carry case .nif for the world objects so there's no need to make a collision mesh for every pipboy retexture. I was using a toolbox but that is tacky as hell haha

Credits will be given/noted

PM me if you're interested and want to help out please

Also, so there isn't any issues that comes with pipboy remover scripts, i need it to change the currently equiped pipboy to a quest item, and when switching from one to another will remove the "quest-item" property. For example, when you switch from the pipboy 3000 to the pimpboy 3 billion, the pipboy 3000 can be safely stored in a container. And with the pipboy carry case, I was hoping for a pipboy sized, cylander shaped, zipper across the top kind of thing. I have no experience with modeling or scripting. All I will be able to do is make the pipboys in the geck and edit the form id in the said script needed to the corresponding pipboy. And add the script to a piece of invisible apparel that doesn't use any bodyparts.. haha

Cause' I got spurs that jingle jangle jingle...

zezia
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what happen to the nexus mod

what happen to the nexus mod page why is it set to hidden?

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I'm in the middle of redoing

I'm in the middle of redoing the page, and putting out updates of pretty much every mod I have converted. A full list of the included will be on the page. I should be finished up with it tonight after work. So check back in the morning.

Call me Pat. Senterpat is too much to type.

The 3rd Type
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Could you convert these two

Could you convert these two mods? That would be so rad chuck of you.

 

http://fallout3.nexusmods.com/mods/17450/

http://fallout3.nexusmods.com/mods/6309/

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Aren't those two incompatible

Aren't those two incompatible? From what I read (not much) they seem to do the same thing. Tho options never hurt. I'll message the authors later for permission.

 

The nexus page is no longer hidden, and all new versions are uploaded.

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The 3rd Type
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The reason I posted them both

The reason I posted them both as a contingency incase one of the authors was AWOL. So we'd at least have one.

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Lol well you got it right

Lol well you got it right then. Imma be converting UWWUT, tho I prefer the other one. Hopefully hel get back to me.

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Still waiting for the

Still waiting for the overpass

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deadlytown wrote:Still

deadlytown wrote:

Still waiting for the overpass

That mod is in the list already.

Also, I updated the list to add new mods that Senterpat has converted.  :-)

Her Imperious C...
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Mind converting this mod for

Mind converting this mod for use with TTW? It'd be pretty rad if you actually did it.

http://fallout3.nexusmods.com/mods/8747

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Her Imperious Condescention

Her Imperious Condescention wrote:

Mind converting this mod for use with TTW? It'd be pretty rad if you actually did it.

http://fallout3.nexusmods.com/mods/8747

There is a more updated version of that on VGU, they also have a ton of additions to it and a NV version.

 

Edit: Here is a link to a MZC lens that has links to all the resources.

http://terranstarshipcommand.wikia.com/wiki/Official/Un-Official_Add-ons#comm-2653

 

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dead link

Luigi wrote:

 

There is a more updated version of MZC on VGU, they also have a ton of additions to it and a NV version.

 

 

Link to NV version of MZC please?

And what is TSC like compared to MZC? It seems to be alot less popular, and the mod is much smaller in size?

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I have converted mzc for NV

I have converted mzc for NV just pm me and I will send you the link.

Also the tsc mod for NV is just for lore and role players. So far it has no quest but Nylon said he might expand it after MZC. 

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Any chance of converting

Any chance of converting Pipboy Modules http://fallout3.nexusmods.com/mods/12923

Thanks very much if possible.

If life is but a test, where's the damn answer key?!?!?

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Could someone convert this

Could someone convert this mod to TTW?

http://fallout3.nexusmods.com/mods/5962//?

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Has anyone else tried the

Has anyone else tried the converted Reykjavik (non GTS version) mod? I'm having weird compatibility issues, e.g. crashing when I exit the game and Sniper Rifles having absurdly values (91 caps at ~48%), along with weapon mods not working.

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The non Gts version is listed

The non Gts version is listed above

 

If life is but a test, where's the damn answer key?!?!?

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I know, but I can't get it to

I know, but I can't get it to work. I was just wondering if anyone else had similar issues.

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Hello friend, impressive job

Hello friend, impressive job so far, I must say.

 

I hate to admit it, but I am having a considerable amount of trouble with Mor2Megaton. No matter what assets I use, I always get a CTD. Any idea what could be happening? I want to use your mod very much, and this is rather a bother.

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TSC and MZC are the same mod

TSC and MZC are the same mod topic Terran Starship Command is simply the crew's title in MZC

and also i have converted a few of the TSC addon mods but was wondering if anybody had a mod that converted the armors over from DR to DT (all i did was convert the actual mod) 

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Manually patching armors to

Manually patching armors to DT from DR is easily accomplished via the GECK.

@Katucki I've had some CTD issues with More2Megaton as well, for some reason mostly when I walk to corners of the town.

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Ya I have yet to fix all the

Ya I have yet to fix all the bugs that were already in the mod. I'll be back on updating these as soon as I finish up my mod.

Call me Pat. Senterpat is too much to type.

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Hey man, do yuo think that

Hey man, do yuo think that are you going to do in a possible future a working version of Fook2 ?
Tried it myself, managed to get into the game with it but having a terrible freeze for 2 seconds, every second

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First off, awesome

First off, awesome conversions dude! :D I haven't gone to Vegas yet - still heaps to explore mod conversion wise ;)

Only one hiccup so far (most likely not the conversions fault):

Was playing through Reykjavik, and encountered a CTD when mousing over the Frag Grenade Launcher... 

Loading it up in Geck to edit said Frag Grenade Launcher causes the GECK to crash when attempt to edit the entry (ReykjavikFragGrenadeLauncherLOL or whatever its ID is called). So USE FNVEdit, which is what I did to get rid of the CTD.

As far as I can tell, you can get this item in one of 3 sodding ways:

1 and 2). The merchant in New Reykjavik sells one from his inventory (and in his inventory container) which causes CTD due to this sodding item whenever it is shown to the player.

3). The Fountain Fix quest rewards the player on quest completion with the Frag Grenade Launcher by adding it to your inventory. Mouse over it, or cycle through items to sell etc in your inventory causes a CTD. I cursed when this happened to me, lol ;)

Anyways, I modified the .esp by getting rid of the item and solving the CTD due to this goatery of an item (and checking for errors to smear it off) using FNVEdit. Will upload the .esp to whoever else gets stuck due to this bogus item if they message me... 

Back to enjoying Reykjavik! :D

Member of the People's Revolutionary Front of Canada and sworn enemy of their arch-rival: The Canadian People's Front. Hoping for a Fallout game around the Great Lakes... Highly unlikely ever, but why dreams exist.

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I think this would be a

I think this would be a simple conversion, but I'm not sure I could all the things said on Jax's list for converting a FO3 mod. Mod author expects to update in a week, so just perhaps keep it on your radar: http://fallout3.nexusmods.com/mods/19129/?

I have not tried to convert, nor have I tried it for Fallout 3. From its description, it seems to just add enemies, covers, and some ladders you can activate to get on a rooftop. Let me know if converting this interests you.

EDIT: I've converted this mod. Bobblehead said he might do navmeshes for the enemies (running through walls). I'm working on contacting the mod author to ask him if he's added them or if he's not going to in the next update. Current version can be found here: http://www.taleoftwowastelands.com/content/ttw-20-fo3-mod-conversion-urban-combat-overhaul

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"Let me know if converting

"Let me know if converting this interests you."

Yes. This sounds very cool.

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Has anybody had any luck

Has anybody had any luck converting A Quest for Heaven to TTW?  I've tried the changing dependencies and converting to master, but while the quest starts (I get the note) none of the Wasteland locations actually show up.  Specifically I can't even start since Tracking Command isn't there.

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Did you run the conversion

Did you run the conversion script through FNVEdit?

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

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No.  How do you do that?

No.  How do you do that?

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Nevermind.  Once you

Nevermind.  Once you mentioned that there was a conversion script, I found it and am converting the mod now.

Edit:  The conversion was successful, and I've played through Tracking Command up to the utilities area.  

Thank you very much!  I'm able to play my all time favorite FO3 mod in TTW now.

The original A Quest for Heaven Pt 1 mod is here:

http://fallout3.nexusmods.com/mods/10208/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D10208%26preview%3D&pUp=1

And this is the modified ESP (patch 105)

 

 

File Attachments: 

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Any Chance at Undiscovered
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Omen of Bane wrote:

Omen of Bane wrote:

Any Chance at Undiscovered Capital being Converted? 

http://fallout3.nexusmods.com/mods/18105/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D18105%26preview%3D&pUp=1

I just looked at that mod page you linked and for what I read and since it doesn't require FOSE it might just work by following the FO3 mod converting guide. But I really only converted one small mod before so I have no idea .

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@Risewild, I think it would

@Risewild, I think it would all depend on how the scripts in it convert, perhaps? Added content usually converts fairly easily (I converted UCO, a mod that pretty much just adds enemies and barricades, which was all an esm file and a bunch of esps) so there were probably a few scripts but nothing too fancy. Still @Omen of Bane, you're best option is to try to convert it yourself. It's actually a pretty simple process, I'll link the tutorial guide for converting and where the conversion tools are when I get the chance. Or you can just look them up yourself on the site. :D

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Well, after extensive testing

Well, after extensive testing A Quest for Heaven converted beautifully except for one issue.  Several of the electrical switches require a console command to activate.

charwo
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Joined: 01/19/2013 - 05:14
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Do these work for 2.4? Or am

Do these work for 2.4? Or am I shit out of luck?

Senterpat
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Joined: 02/20/2013 - 21:37
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I converted them for 2.0, but

I converted them for 2.0, but I've been using them on my 2.4 game without issue so far.

Call me Pat. Senterpat is too much to type.

charwo
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Last seen: 7 months 3 weeks ago
Joined: 01/19/2013 - 05:14
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Good enough for me! Thanks!

Good enough for me! Thanks!

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