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