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rmse17
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Mod installtion complexity

Hello, for someone new to this (I did have FO3+FWE,MMM,WMK,something else long ago, before FO3 GOTY), I was thinking of setting up a cool setup with TTW to go through plots of both games. 

Is this list of MODS easy to get working?  Or should I just stick to TTW and PN?

TTW
PN
WMX
EVE
Redesigned

I'm assuming I also will need 4GB patch?

Is FOMM all I need, or will I need to do some manual recombination of things (seems to be mentioned for EVE/WMX) or use of other tools?  I saw somewhere LOOT referenced, and some other ones?  I just started reading readme's for everything, and am having a compatibility patch and order shell shock just by initial reading.  

​Thanks for your help!

 

TTW Version Compatibility: 

v2.9

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Edited by: rmse17 on 02/04/2018 - 22:25
James_T_Quirk
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I am New too, but so far, it

I am New too, but so far, it seems until the new installer or More, I think if you add a compatible MOD (T2W) to FO3 or FONV, then you have to REBUILD the T2W installer, again, I tried just adding a FO3 Mod to T2W Load Order, but guess what ?,It didn't work, lol ..

 

eman17j
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When you install a mod made

When you install a mod made for FO3 you need to use the TTW conversion script on it first to get it to work unless it was made for TTW then it was probably already converted but I would still check just to make sure because I have seen some that weren't done quite right.

Also the installer is only for installing TTW. Other mods are installed the same as any other mod with a Mod Manager. Such as MO or FOMM. Then if its a FO3 mod then you need to use the conversion script on it then after installing it.

You can also look for already converted versions of the mods you are trying to use because there are some on this site and some on the Nexus as well

 

 
Mystical Panda
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I would imagine TTW has to

I would imagine TTW has to 'rename' some types of F03 data as the files are built, so it doesn't conflict with Fallout NV objects (such as EDID- object reference id's), and potentially conflicting asset names.

If a F03 object reference in a script or plugin, is let's say xx000001, it could be xx000020 in the installer generated plugin ("xx" depends on the order of the plugin in the load order, the first plugin is "00", the second is "01", etc.,. and is represented in hexadecimal values) and therefore wouldn't work properly if just 'copied' to the TTW installation. That information would need to be 'converted', and in some cases the plugin would need to be loaded into the GECK with TTW and FNV plugins as masters, and the scripts recompiled- if it also contains absolute object references.

RoyBatty
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The conversion script changes

The conversion script changes the form id's of assets referenced in Fallout 3 to those that are in Fallout NV and DLC because they have been removed and redirected there if they were duplicated to save memory and avoid duplicated assets being included.

There's also more to "converting" a mod than just running it through the script, if you don't at least load and save it in GECK you will have problems.

Garfink
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Yes you'll need the 4GB patch

Yes you'll need the 4GB patch unless you have the GOG version of FNV.  Link is here:  http://www.nexusmods.com/newvegas/mods/62552/?

I use FOMM only and have no problems, so that will work fine.  I would install Loot... oddly not for the sorting ability, you should sort manually, there is a guide on these forums somewhere for sorting.  In FOMM if you delete esps/esm from your data folder with FOMM running, and then go and try to edit your load order it will crash, BUT if you run loot via the FOMM menu and close it quickly, the load-order will update the missing esps and will continue to function normally.  Its a nice trick because FOMM can take awhile to load from scratch and you will be editing your data directory quite a bit if you are modding seriously.

Those mods you listed all have TTW versions so just use those from this forum.  PN will need to be installed from the nexus first, but there are patches for TTW here on this forum.  Shouldn't be hard if those are the only mods you are going for.

Remember: Max number of active esm/esp for FNV is 140 and not 255.  And the closer you are to 140 the more likely you will have problems with textures and meshes not loading and mods not working properly.  My advice is to keep it under 135 mods by merging plugins with this:  http://www.nexusmods.com/skyrim/mods/69905/? . Yes it is better to do merges manually in FNVedit but I have had lots of success with this pluggin, I have only found that mods that have MCM menus will have issues with this plug-in so note that.

OH:  MUST READ THE TTW FAQ BEFORE INSTALLING ANYTHING.  There are lots of mods that every other guide on modding FNV will recommend you to install that will NOT work with TTW.

(I have found TTW conversions made by RoyBatty to be super reliable to work as intended and he does seem to convert all the essentials fortunately.  Not to mention he is usually around to answer questions you have about his conversions.)

James_T_Quirk
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Geeeezzzz, that explains a

Geeeezzzz, that explains a bit, FalloutNV kept getting a bit crashy with 213 mods active, but never in same area, or battle, it seemed, it annoyed me,  however I then Started playing Fo4, had it at 255 mods, it was crashy after I finished giggling & got bored, So I only Bought Fallout3 to play T2W, it has only 23 active, SO FAR ...

I must be cautious this time .. lol

jlf65
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The most I could ever get to

The most I could ever get to be reasonably stable on plain Fallout New Vegas was 186. The most I've been able to get on TTW is about 135. It's related quite a bit to how much system memory the mods take. The 4GB patcher is the best thing (next to NVAC) to making FONV/TTW stable.

Garfink
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Apparently, it is a bug with

Apparently, it is a bug with FNV and how it loads its own ESM files.    BUT not to worry, the merge plugin app works amazingly well for FNV compared to Skyrim 32bit in my experience.  So not to worry I have well over 300 esp/esm in my load order merged and its all running very well.  

 

I always keep my load-order maxed out at 134 mods.  And I have had no problems with TTW with a ton of mods.

RoyBatty
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That post somewhere where it

That post somewhere where it starts loading at position 88 or whatever is complete bullshit.

Garfink
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Aye, I read that it was bull.

Aye, I read that it was bull.  Still doesn't change the fact that FalloutNV will only run <140 mods without dying immediately.

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Garfink, As I said I had it

Garfink, As I said I had it crashy at 213, I Mean it, I wish I had some log files from loot or fomm or nexusmm, but sorry I didn't a reinstall, to another Drive for all of My Fallout's JUST to Install T2W... I do have mods directory, so I may try to reconstruct it, in some way in T2W, but I will keep you informed ..... When I finish the game I started 10 days ago, after installing T2W, for first Time, Sorry but ATM, I having a look about, trying the engine, having some fun ...

jlf65
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Garfink wrote:Aye, I read

Garfink wrote:

Aye, I read that it was bull.  Still doesn't change the fact that FalloutNV will only run <140 mods without dying immediately.

That depends on the mods. With TTW, yes, that is indeed the case. With "plain" New Vegas + DLCs, I could run over 180 plugins for better than 2 hours without a crash. Many plugins are basically trivial and you can add as many of those as you wish. Things that change a couple global vars, for example. It's when you start adding scripts and quests and whatnot that you start to eat into how many plugins before the game goes whacky.

Garfink
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More practically, what is the

More practically, what is the FASTEST way to test that you have too many "complex" mods running?  For me the times before when I had too many mods is when meshes won't load (exclaimation marks) in Goodsprings (or where ever) enough though you are sure you have the meshes installed correctly.  It usually takes 1-3 loading screens for the problem to manifest itself for me.

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NPCs will also act extremely

NPCs will also act extremely weird or fail to path, you can get wrong textures on things or black textures, and any number of other strange bugs.

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As a rule of thumb. Make your

As a rule of thumb. Make your Load Order have less than 100 plugins.

The perfectly safe number I found out from all my years around is that having the maximum of 90 plugins never caused the "too many plugins" problems for anyone (or at least for anyone that talked to me) .

Also do not leave plugins you're not using sitting uselessly in your Data folder. The game still indexes those even if they are not active, which means it still affects the "limit".

jlf65
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If you go higher than 100,

If you go higher than 100, you WILL need to use the heap replacement in NVSE or NVSR. Or if you use tons of textures, maybe use ENB to move the textures out of the game memory. If you do that, you might be able to go to 130-ish, but that's the limit.

Nostalgia
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jlf65 wrote:

jlf65 wrote:

 

If you go higher than 100, you WILL need to use the heap replacement in NVSE or NVSR. Or if you use tons of textures, maybe use ENB to move the textures out of the game memory. If you do that, you might be able to go to 130-ish, but that's the limit.

Agree with this. ENBoost will help you regardless of your plug-in count. It helps me to have around 125 with about 20 of them merged mods.