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JoeLuck
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I keep gettting that the file

I keep gettting that the file i need is not in the script folder. I have downloaded the conversion pack twice and the file I supposedly need is not there. What do I do?

I get the message FNVEDIT\TTWCONVERSION.CSV CANNOT OPEN FILE. tHE SYSTEM CANNOT FIND THE FILE SPECIFIED.

RoyBatty
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You didn't install FNVEdit or

You didn't install FNVEdit or the pack into the Root Fallout New Vegas directory (not the Data dir).

a2937
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My apologies for necro

My apologies for necro-posting, but I have a question. Did the conversion resources change at some point? 

RoyBatty
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They shouldn't have. Also

They shouldn't have. Also this topic is always open so no worries.

oni136
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Hey Roy, thanks for your

Hey Roy, thanks for your tutorial Ive finally started to convert fo3 mods and it seems to work,  Now I just have an issue with the first conversion I did, It was an armor mod converted for my own personal use, I've edited in the geck for the armor to have DT values and after I've loaded up my game and bought the armor to check, I've noticed that the DR value of the armor remained and the DT description for other armors seems to disappear and reappear in a matter of seconds whenever I equip said converted armor, my question is can I remove the DR values for my converted armor mod? Any insight will be highly appreciated.

 

Thank You

RoyBatty
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Yes you can remove the DR

Yes you can remove the DR values. Also NV supports both and the pipboy will fade between the values.

brfritos
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I used this guide to convert

I used this guide to convert a mod from FO3 to use with TTW and it worked like a charm.

No Talon Regulator Karma Ambushes

 

Thanks a lot for the guide RoyBatty

 

PS: Off-topic: who was the 'jenious' in FO3 dev team who thinked that having a karma system should net the player striker teams wanting to kill him/her?

RoyBatty
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Converting mods is fun. :D

Converting mods is fun. :D

CyberDanz
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invaderdimz wrote:Does the
invaderdimz wrote:

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

I, too, have the same question regarding esm's and the ttw conversion script. For example, RRCompound Redux for DCInteriors is esm only.. or Arefu Expanded which has both esm and esp. I understand all masters need updated, and I know to run the script on esp's.. run through geck, then remove the dirty edit after. However, do we run the script on single file mods that are esm and on esm'so that include an esp? Also when recompiling scripts in GECK, do we recompile scripts in the esm files as well? Thanks! I'm led to believe the answer to be no on esm's considering that other mods lower on list can override those files. But, I'm not sure. Weird how there's like 20 scripts in the esm, but only one in the esp. Do I recompile the esm scripts too? Sorry, I'm not new to modding in general. I'm just new with modding ttw. This is a new learning curve for me... since I'm not used to altering mods, just making them work.

CyberDanz The public junkie who LOVES Fallout!

GrantSP
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What difference, if any, does

What difference, if any, does the lack of "Fallout3.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat" do for converted Fallout 3 plugins?

Since every version of xEdit needs that data from the game executable to safely edit plugins for that game, I'm assuming there is some relevance to the Fallout 3 plugins that we port to TTW. I've not searched for an answer as yet, just watched the video above and starting to read the PDF. It probably has no bearing at all but... you know... curiosity!

RoyBatty
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@CyberDanz Yes you need to

@CyberDanz Yes you need to convert ESM's too, and you need GECK-Power Up so that you can load/save the esm in GECK. You need to be careful with anything that has NPC's in it though, GECK likes to overwrite races, classes and stats with alternate ones. So keep backups of the ESM's after using the script on them so you can use the compare to function in FNVEdit after using GECK and set any back to original values. This mostly happens on templated actors. Keep in mind when comparing to you drag *left* instead of the normal *right* to override. So you want the plugin you are going to edit to be loaded in FNVEdit first, then compare that to the pre-GECK modified one.

@GrantSP Nope you don't need it, NV is exactly the same (with some additions). Obsidian did not change this base data in the game.

CyberDanz
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Kudos Roy! TYVM! I can use
Kudos Roy! TYVM! I can use the GECK pretty much with a little more than pure basics including FNVEDIT. I already use the Powerup NVSE version with plugins. I'm amazed @ how many mods that have been updated since I grabbed them. Been having to make sure I have the latest stuff. I've converted a good handfull on my own, at least smaller ones. Can't believe how many scripts I've recompiled already! Happy modding, mate! EDIT: I'm also using body mod (ttw tedesigned, if I remember correctly), so hopefully, if I miss something this mod with my bashed patch will help ensure things stays as intended. My biggest advice to anyone: READ,READ,and READ! Read all docs, tutorials, forums, and read me files AND ALWAYS USE A PATCH (merged and/or bashed)!!!

CyberDanz The public junkie who LOVES Fallout!

GrantSP
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Thank you.

Thank you.

MaggotTheHeathen
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So I've been following along

So I've been following along in your video, after adding and sorting the masters I restart FNV edit, go to add the script but I don't see the conversion script. I've placed the edit scripts and the .csv into my Fallout NV directory. The mod I was trying to convert is Flora Overhaul, forested edition .esp. The mod came with another textures and meshes folder which I placed in the data. So I'm really not sure why FNV edit isn't finding the script.

<p>War never changes.</p>

GrantSP
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Extract the conversion script

Extract the conversion script archive into your xEdit folder, not FalloutNV's.

RoyBatty
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yep, only the .csv goes into

yep, only the .csv goes into the Fallout NV folder, the .pas script goes into the scripts folder

TAWM
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Okay I've been trying to

Okay I've been trying to convert this mod and I'm having issues...no idea whether it's due to converting it, somehow the mod itself is bad and/or user error on my part.

http://www.nexusmods.com/fallout3/mods/7236/?tab=1&navtag=http%3A%2F%2Fw...

 

Using the conversion script following along in the video made by Roy here.  I added all the masters to the mod FNV through TTW...without the crap packs.  I ran the conversion script with all sub directories box checked...I've also ran it without all sub directories checked on attempts.  I recompiled the script it has.  I checked the file header to see if the pluggin was updated and it was.  I've also cleaned the mod and left the mod uncleaned on several tries doing both.   

 

Here is the problem I'm running into.  The mod will work with Tenpenny's truisms with Tenpenny rattling on making statements but the music itself keeps skipping like less than 5 seconds into a track with it doing that multiple times over and over again until it goes right back to Tenpenny giving a truism.  I've used this mod before playing fallout 3 and it worked fine...so I honestly don't know what the deal is.  Any help would be appreciated. 

 

Here is my load order when I try running the mod incase something their might be the problem

 

 0  0 FalloutNV.esm
 1  1 DeadMoney.esm
 2  2 HonestHearts.esm
 3  3 OldWorldBlues.esm
 4  4 LonesomeRoad.esm
 5  5 GunRunnersArsenal.esm
 6  6 ClassicPack.esm
 7  7 MercenaryPack.esm
 8  8 TribalPack.esm
 9  9 CaravanPack.esm
10  a Fallout3.esm
11  b Anchorage.esm
12  c ThePitt.esm
13  d BrokenSteel.esm
14  e PointLookout.esm
15  f Zeta.esm
16 10 TaleOfTwoWastelands.esm
17 11 oHUD.esm
18 12 Project Nevada - Core.esm
19 13 Project Nevada - Equipment.esm
20 14 Project Nevada - Rebalance.esp
21 15 Project Nevada - Cyberware.esp
22 16 Project Nevada - Extra Options.esm
23 17 TTW_NoKarmaDCFollowers.esp
24 18 TTW_SpeechChecks.esp
25 19 TTW_StartupMenu.esp
26 1a TTW_StashPackOptions.esp
27 1b ttw_wildwasteland.esp
28 1c TTWOptions.esp
29 1d DarNifiedUINV.esp
30 1e The Mod Configuration Menu.esp
31 1f Project Nevada - Rebalance Complete.esp
32 20 Project Nevada - All DLC.esp
33 21 Project Nevada - Cyberware Additions.esp
34 22 Project Nevada - TTW.esp
35 23 XFO - 4bb - Perks - Two per level.esp

 

RoyBatty
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NV's engine is slightly

NV's engine is slightly different in many ways. If there is a script which is constantly setting the music, that doesn't work like it did in F3.

TAWM
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Well that explains things. 

Well that explains things.  Thanks for letting me know that Roy because I honestly was clueless about why it wasn't working. 

CyberDanz
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I just thought that I would

I just thought that I would mention this now I've played my TTW experience since these questions were asked:  I've noticed that some of the conversions offered on here for download, appears they weren't ran through the GECK.  As if they were converted by script and left at that.  I could be mistaken.  However, when using xEdit, under the file header some still had 0.94 listed.  That makes me think some of the scripts weren't recompiled then.  To play it safe, I ran those 0.94 files through the GECK, recompiled scripts, and removed the dirty edits back in xEdit again.  I had a very nice playthrough using many FO3 mods!  Thanks again, Roy, for clarifying how to do this.  I spent hours trying to convert using xEdit with the conversion script and GECK.  Most of them played very nice... some I had to dump and do without.  I think I ran 178 mods (using MO, TTW Fixes, long load times fixes, along with the 4GbNVSE patch).  I had very, very few issues such as a freeze when CASM tried saving at times, but nothing worth claiming to be broken.

Also.. I can't recall which forum topic we discussed, but it was definitely one Roy was active in..  running FO3 mods that has sounds can get geeked up when using GECK.. if I remember right, Roy had mentioned how sound is handled between FO3 and FNV are slightly different which may render FO3 converted mods with sound not useable (the sound parts).  Also, he mentioned to watch carefully NPC changes because the GECK likes to reset some customizations for NPC's.

CyberDanz The public junkie who LOVES Fallout!

Nostalgia
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Noob here! Thanks for the vid

Noob here! Thanks for the vid. Was able to convert a mod that adds mags to DC. What I would like to know is how I can upload my conversions here for others to maybe use? I want to tackle this mod- https://www.nexusmods.com/fallout3/mods/21361/? eventually.

Also, do FNV mods need work before using in TTW?

RoyBatty
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You need to have proof of

You need to have proof of permission from the original authors to upload conversions.

Most NV mods will work just fine, but they may not have all their items in DC. A very few are incompatible due to either reusing Fallout 3 forms or deleting them.

Some mods like readius lack the proper scripting needed to work in Fallout 3.

Nostalgia
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Thanks! I love FO3 and NV.

Thanks! I love FO3 and NV. Played FO4 and just won't play it anymore for various reasons(cell reset bug for one). What do you do on mods that are no longer supported by anyone? Whose permission can you get then? Say I PM an author and get no reply, can I still upload a conversion after a certain amount of time?

PS; I noticed some meshes are missing from a mod I did last night. I believe they were custom meshes and maybe got screwed up in the GECK? Is there a way to fix this?

Also want to ask if it is safe to clean these mods master list after conversion?

 

RoyBatty
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If the author is no longer

If the author is no longer reachable, I'm afraid there's nothing which can be done there.

broken models are common in Fallout 3 mods, NV is more touchy about them. Fixing them is beyond the scope of this article and anything I can explain.

Nostalgia
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I have converted about 5 mods

I have converted about 5 mods so far ranging from a large quest mod to a custom voiced follower mod. I have one problem with the custom voice actors having neither sound or lip movement. The files are in the sound folder and just not being used for some reason. I have searched and can find no info. Can I fix this?

One other question I have is when converting large quest mods- what are some common problems that need additional work? Aside from missing voices from npcs/followers? Is the conversion process you outline in the video all that is needed? Or are there additional steps for more complicated mods? The quest mod I converted has about 80 scripts for instance.

RoyBatty
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Scripts, navmeshes, making

Scripts, navmeshes, making sure any included assets actually work in the engine without making it crash, lod, converting the mods to esm if they have navmeshes which also involves making sure NPCs, activators, scripted references and referenced objects are persistent so they work in an esm. It's been awhile since I converted stuff, so this is all I can remember off hand.

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