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RoyBatty
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FNV Edit Series - Converting FO3 Mods

I've started a series on FNVEdit, a couple different forks are planned for the series. One that's TTW specific and one that is geared more towards general FNVEdit use.

Links to conversion pack and text guide

Links to the videos will be posted in this thread.

TTW Version Compatibility: 

v2.6

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Edited by: RoyBatty on 08/26/2015 - 17:15
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Fantastic Roy ! Finally i can

Fantastic Roy ! Finally i can convert basic stuff to ttw :) It would be nice if you would continue with the series and maybe i can lay my hands on a WMX port for TTW.

 

Cheers mate !

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Glad to see this Roy. Keep it

Glad to see this Roy. Keep it up. 

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

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NIce - didn't know about the

NIce - didn't know about the dirty edit at the end.  Some questions - both old and new on this subject:

At the beginning when you are choosing the masters to load- could you just choose TTW - and the other correct masters would then get automatically loaded?

A Geck question - if you do a "compile all" on your scripts - does that compile all the scripts or just the ones in the active module?

Thanks!

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FNVEdit automatically loads

FNVEdit automatically loads all masters of a ticked file, so if you just choose TTW it will still load FNV + FO3 + DLCs. When ADDING masters to a file, it doesn't work that way, so be sure you tick all applicable masters when adding them.

Clicking compile all compiles every script loaded in the GECK regardless of originating file.

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Thanks for the info.

Thanks for the info.

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Words cannot express my rage
Words cannot express my rage right now. A while now I've been trying to get a couple of FO3 mods converted for TTW. But I couldn't get the conversion script to work right. I followed along with the video and still couldn't get it to work right... and then I noticed something. In the video, the main NV ESM was spelled "FalloutNV.esm" - while on my system it was "falloutnv.esm" - lowercase. I renamed the file to use mixed case... and whaddaya know. All working now.

Jesus loves you. Then again, so does Barney.

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nice job roy.  

nice job roy.

 

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Thanks Roy!

Thanks Roy!

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

RoyBatty
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Glad ya'll are finding it

Glad ya'll are finding it useful.

 

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Roy or any of the Veteran

Roy or any of the Veteran modders, if a script does not save in the Geck, the script syntax needs be updated to FNV format?

What I mean by does not save, I double click the script, save it so it recompiles it for FNV, but when I go to close the script, it prompts me,

"Do you want to save current script?"

Current = <insert script name>

Yes or No?"

If I left click yes, the pop-up goes away, but if I click the x for close, it prompts me again over and over unless I left click no (or I am guessing I update the script for FNV).

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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Yeah it means the script is

Yeah it means the script is having issues

If you use the GECK PowerUp it will tell you exactly whats wrong and where

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Where does it tell in Powerup

Where does it tell you in Powerup because nothing popped up other than that window.  Is there a log?  I am probably way over my head for the mod I chose to experiment with but I can still learn a few things in the process.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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Power-Up enables the error

Power-Up enables the error checking and it will pop a window up telling you what line has an error.

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Hmm, I think my Geck Powerup

Hmm, I think my Geck Powerup DLLs were removed when I was having problems with the game and when I started using MO.  I am going to install this now ... 

http://www.nexusmods.com/newvegas/mods/41642/?

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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That's the one.

That's the one.

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Yeah, that was it.  Some time

Yeah, that was it.  Some time ago, it was erased.  I forgot when it is Power-Up active, you have to hold the enter button to answer yes for all of the warnings to load up ... LOL

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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There's an error suppression

There's an error suppression plugin for it from the same download page, you just have to set up the blacklist.

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Roy, in your next release,

Roy, in your next release, can you do something on how to populate items into both world spaces.  Unless you have a good link?

Thanks!

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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How do you mean?

How do you mean?

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Thanks Roy, 

Thanks Roy, 

This is a subject that has been long overdue, I for one will be watching in earnest. 

Restoring the greatest country in the world to its former glory, well, heh heh... Well, that takes time, even for the Enclave.

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RoyBatty wrote:

RoyBatty wrote:

How do you mean?

For example, placing items that were initially placed in the Mojave, in CW and vice versa.  Or is this out of scope for your series?

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

RoyBatty
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That's something to be done

That's something to be done in GECK, not in FNVEdit. :)

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I'd like to add my 2¢ and

I'd like to add my 2¢ and wanted to add that you would be well served to go in to all the quests from the mod and make sure the scripts attached to each stage are also able to compile.  It's the same process.

 

  1. Open the quest
  2. Go to the quest stages
  3. click on each stage
    1. If you get an error when you click on the stage number then there's an error that needs corrected
    2. If not then click on the next
  4. when you've clicked on each stage and made sure there are no errors click on OK
  5. repeat
  6. profit???

 

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I cannot complete the steps

I cannot complete the steps when you get to the geck, because the geck keeps crashing when it gets to about 10% when loading files.

I'm trying to get the road warriors esp converted

RoyBatty
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LAA patch your geck with

LAA patch your geck with ntcore's utility.

Make sure you have bUseMultibounds=0 in your GECKCustom.ini

Make sure you have bEnableMultipleMasterLoads=1 in your GECKCustom.ini

I recommend installing the GECK Power UP Fork plugin version and starting GECK via nvse_loader.exe -editor

Delete the .NAM files in your /Data dir

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Just noticed that the links

Just noticed that the links to the conversion pack and guide on the youtube video are broken. Not sure if they got moved or whatever but might do to see where they wandered off to and update the links.

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They are correct, hotlinking

They are correct, hotlinking to the site has been disabled by therm because it was being hammered.

 

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Your video was excellent. I

Your video was excellent. I have managed to convert a couple of FO3 mods to TTW with no problems. Now I have functional ttw versions of the mod which skips the god-awful movie at the Jefferson Memorial, and companions and npcs are no longer barking at me when I look at a locked door or kick over a bucket.

My computer specs are too embarrassing to reveal, but the game still runs.

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Thumbs up

Thumbs up

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RoyBatty wrote:

RoyBatty wrote:

They are correct, hotlinking to the site has been disabled by therm because it was being hammered.

Could I suggest adding the links to your OP and then changing the links in your video notes to link back to that OP?  And your not so subtle hint is taken. I shall give you a thumbs up!

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Done

Done

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how are scripts handled, i

how are scripts handled, i have some non FOSE script in the moids im converting, (so they use vanilla scripting) do i need o take the converted mod and open it in geck, i tried that could not find how to recompile just the 2 new scripts and had to recompile all which bloats the file with 5k unchanged scripts? Is there a better way?

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Yeah, write down the script

Yeah, write down the script filenames when looking at them in edit. you can then recompile just those scripts in GECK.

Also you should never ever recompile all.

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so was doing testing on my

so was doing testing on my twitch earlier and discovered if the scripts were made in the geck, ie not dependent of FOSE then just running the conversion script is enough and they work flawlessly

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Yeah that is generally the

Yeah that is generally the case, except sometimes there is F3 commands that need to be removed/disabled like addachievement.

 

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usualy the modsi work with

usually the mods i work with don't involve things like that but good to know

Made a conversion video

https://www.youtube.com/watch?v=Dm48MYQajmY

 

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New video up on how to make

New video up on how to make merge patch.

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When editing the 1.34 version

When editing the 1.34 version of GNR Enhanced, I saw more than just a FreesideNorthWorld Worldspace. (There was also something in/for the Pitt.) I went ahead and deleted all the Worldspaces, and the mod seems to be working fine. 

Thanks!

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Yes, further changes to TTW

Yes, further changes to TTW since this video was made. Just clean ITM's and all will be fine.

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Roy can you please do a merge

Roy can you please do a merge esp/esm video since some of you don't like the merge plugin script for various reasons?  

Thanks! 

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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Mator's new Merge Plugins

Mator's new Merge Plugins stand alone app works quite well. In order to use it:

  • The mods must not have navmeshes (It is not possible currently to merge NAVM and NAVI records)
  • The mods must not have conflicting forms or overrides of each other
  • The mods need to be clean for best results (removed ITM's unless they are on purpose and undelete things)
  • Do not try to merge esp's into esm's and vice versa

He said he will likely also integrate Mator Smash functionality (Which is like a combination merge/bash patch) when he releases that as a standalone app.

You can find it on the nexus forums, have fun.

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Roy, given the above, what

Roy, given the above, what would stop me from merging XRE-CAR car mods together?  When I did, basically the modded vehicle stopped working and when I clicked on it, it multiplied every time I did so.  Eventually I had 50 cars connected together and looked like biological cells dividing before I quit to restore back before the merge.

Below is an example of what happened...

http://www.mediafire.com/view/yyssg4iazyj3i8z/MergedBigDuallyReconGunner.gif

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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Can you use a photohost that

Can you use a photohost that works, it loads to 100% and then just sits there.

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Here Roy:
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KeltecRFB wrote:

KeltecRFB wrote:

 

Roy, given the above, what would stop me from merging XRE-CAR car mods together?  When I did, basically the modded vehicle stopped working and when I clicked on it, it multiplied every time I did so.  Eventually I had 50 cars connected together and looked like biological cells dividing before I quit to restore back before the merge.

Below is an example of what happened...

http://www.mediafire.com/view/yyssg4iazyj3i8z/MergedBigDuallyReconGunner.gif

 

Don't bother Roy, that's a CARS! exclusive---something hard-coded in those scripts we can't read. You can remove entries, but you can't add any there...The scripts also limit you to 70 cars total in-game, even though the system appears to be open-end (tried & proven). Perhaps Ermeso hid his source code for a number of reasons? Sorry Keltec, been down this road before---you'll have to leave the mods separated.

If you choose to add in some custom add-on cars (Mattel's e.g.) you can merge as many as you can fit and wire into the lists into 1 mod. I recommend the following setup (only setup that really works):

Homebrewed_FatAss_AddonCarsMergery.esp

XRE-CARS!.esp

TTW-XRE-CARS!.esp

Use the formid lists in the TTW-XRE-CARS! to reference the add-on cars (assign it as another master). I've been running this setup for a couple years  w/ as few hassles as can be expected.

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Yeah something funky in those

Yeah something funky in those scripts, we need a decompiler.

I won't use mods with removed script source myself, that's a dick move on an author's part.

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@Plague - That is what I

@Plague - That is what I tried to do;

XRE - CARS!.esm

[The following ESP are grouped together and in this exact order;]

Merged_Big_Dually

XRE - CARS!.esp

TTW - XRE - CARS!.esp

And that's when I received the scramble eggs.  I also did try merging all of the XRE-CARS ESP and XRE just stopped working all together.   Although, I noticed that Big Dually was merged in with the latest Mattell release of Wasted Cars.  Maybe his car releases will merge better?

As for hiding the source code, I guess Ermeso wanted to keep his code from Bethesda and the community.  I agree it was kind of a dick move but I guess that was his form of payment.  Share the mod but do not show the source code.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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Keltec -- Probably a good

Keltec -- Probably a good idea to start with Mattell's base mod, as he has all the lists worked out already. His references in the ADDOn registry FormID should work with main one I hijacked in TTW-XRE-CARS! In your situation, I would wager something is missing from one or more of the forms.

And here's a quirky one to check. Does your addon mod have a miscellaneous item w/  EditorID XRocketCarLoadOrderCheckObject, and is it set for a Value of 2?

Also each car needs a Setup Object miscellaneous item referenced by the Model list form, and the Setup object needs the car's Setup script assigned to it. All your model lists have to be added into the XRocketCarADDONModels form. Maybe you already know all this, but it's the only things I can think of to cause it.

 

On the scripts: I totally agree that it was a dick move on his part to hide his source code--needlessly selfish over a mod for free. Furthermore it hurt him as much as us because clearly (while he's good) he's not the best/most efficient scriptor in the world and he could have learned from other people's optimizations, additions and improvements to his work.

Then's there's that 'sharing thing', so other people can learn from your efforts and be inspired to build on the knowledge. e.g. I included the script code back in my 2003 mod for Baldur's Gate for that very reason, even though they were nothing but extraneous files in that game. I recall many PM's thanking me for it,  a feel-good vibe on all sides of the coin (instead of many "sour grapes" postings, like this one).

In a way, he tried. He went out of his way to make a template package, allowing others to add the ability to add new car models to the mod? But that in itself helped inspire other improvements (e.g. Mattell wished he could have put working guns on the cars instead of static prop guns) that will now probably never happen.

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Wonderful guide, very easy to

Wonderful guide, very easy to follow, thank you so much

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Does the converting of

Does the converting of scripts apply to a mod thats an esm? I converted The institute and the voice acting is not there. http://www.nexusmods.com/fallout3/mods/14449/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmoddescription%2F%3Fid%3D14449%26preview%3D&pUp=1

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