Mod installtion complexity

General mod discussion and requests.
rmse17
Posts: 2
Joined: Mon Feb 05, 2018 5:53 am

Mod installtion complexity

Post by rmse17 » Mon Feb 05, 2018 6:24 am

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!


 



James_T_Quirk
Posts: 47
Joined: Fri Feb 02, 2018 11:40 am

I am New too, but so far, it

Post by James_T_Quirk » Mon Feb 05, 2018 9:32 am

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 ..


 



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

I would imagine TTW has to

Post by Mystical Panda » Mon Feb 05, 2018 1:48 pm

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.



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RoyBatty
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Location: Vault 108

The conversion script changes

Post by RoyBatty » Mon Feb 05, 2018 2:07 pm

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.


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Garfink
Posts: 25
Joined: Mon Jan 29, 2018 5:18 am

Yes you'll need the 4GB patch

Post by Garfink » Mon Feb 05, 2018 2:58 pm

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
Posts: 47
Joined: Fri Feb 02, 2018 11:40 am

Geeeezzzz, that explains a

Post by James_T_Quirk » Mon Feb 05, 2018 4:33 pm

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

Post by jlf65 » Mon Feb 05, 2018 6:59 pm

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
Posts: 25
Joined: Mon Jan 29, 2018 5:18 am

Apparently, it is a bug with

Post by Garfink » Tue Feb 06, 2018 11:38 am

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.



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RoyBatty
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That post somewhere where it

Post by RoyBatty » Tue Feb 06, 2018 3:22 pm

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


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Garfink
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Joined: Mon Jan 29, 2018 5:18 am

Aye, I read that it was bull.

Post by Garfink » Thu Feb 08, 2018 10:35 am

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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