General questions about making my mods TTW-compatible

General mod discussion and requests.
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Noxus
Posts: 14
Joined: Sat Mar 07, 2020 5:07 pm

General questions about making my mods TTW-compatible

Post by Noxus » Fri Sep 16, 2022 2:13 pm

So i am pretty new to this, so i am trying to avoid mistakes since my knowledge of the GECK is still relatively basic.

1 - if i want to make an already created New Vegas location mod i made compatible with TTW, do i need to take any extra steps? Is there any special thing i have to avoid?

2 - If i want to make locations in the Capital Wasteland - do i need to enable the original Fallout 3 files when i create it, or do i just use the TTW file? Is it safe to use New Vegas assets in the DC wasteland or will it create some issues?

3 - As far as i understand it the GECK extender makes it possible to turn an ESP to ESM, but i have failed to find exactly how i should go about it safely. Or is my best option to use the FNVEdit to change flag?

4- When making a mod i somehow by mistake marked another mod as a master, and my mod now have a couple of references (navmesh) from that mod. How do i safely remove these?

I hope i managed to write these questions in a manner that makes sense.

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Bullfrog
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Re: General questions about making my mods TTW-compatible

Post by Bullfrog » Fri Sep 16, 2022 3:38 pm

1) Any mod created for FNV will work with TTW, BUT you need to make sure that it doesn't conflict, especially with scripts, quests or form lists. A conflict will make your mod overwrite TTW data, so TTW may not work as intended.

2) When working on a mod for TTW, always load all the TTW files in GECK. You can use NV assets in DC and vice versa.

4) You can remove unwanted records in FNVedit and then right-click on your mod and select "Clean Masters". If you removed all records from the other mod, the dependency should vanish.

Noxus
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Joined: Sat Mar 07, 2020 5:07 pm

Re: General questions about making my mods TTW-compatible

Post by Noxus » Fri Sep 16, 2022 3:51 pm

Thank you sir!

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RoyBatty
Gary
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Re: General questions about making my mods TTW-compatible

Post by RoyBatty » Sat Sep 17, 2022 10:38 pm

You have to be careful when mods have dialogue or try to use unused F3 records that exist in the NV esm too. Happens a lot with dialogue topics for ex cuz GECK be dumb.
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Noxus
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Joined: Sat Mar 07, 2020 5:07 pm

Re: General questions about making my mods TTW-compatible

Post by Noxus » Sun Sep 18, 2022 8:45 pm

Ah ok, thanks for that piece of information. Much apreciated!

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