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.
You didn't install FNVEdit or the pack into the Root Fallout New Vegas directory (not the Data dir).
My apologies for necro-posting, but I have a question. Did the conversion resources change at some point?
They shouldn't have. Also this topic is always open so no worries.
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.
Yes you can remove the DR values. Also NV supports both and the pipboy will fade between the values.
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?
Converting mods is fun. :D
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
CyberDanz The public junkie who LOVES Fallout!
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!
@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.
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>
Extract the conversion script archive into your xEdit folder, not FalloutNV's.
yep, only the .csv goes into the Fallout NV folder, the .pas script goes into the scripts folder
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