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FNV Edit Series - Converting FO3 Mods

General modding guides and authoring tutorials.
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RoyBatty
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@CyberDanz Yes you need to

Post by RoyBatty » Tue Jan 24, 2017 3:09 am

@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.


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CyberDanz
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Kudos Roy! TYVM! I can use

Post by CyberDanz » Tue Jan 24, 2017 4:22 pm

Kudos Roy! TYVM! I can use the GECK pretty much with a little more than pure basics including FNVEDIT. I already use the Powerup NVSE version with plugins. I'm amazed @ how many mods that have been updated since I grabbed them. Been having to make sure I have the latest stuff. I've converted a good handfull on my own, at least smaller ones. Can't believe how many scripts I've recompiled already! Happy modding, mate!

EDIT: I'm also using body mod (ttw tedesigned, if I remember correctly), so hopefully, if I miss something this mod with my bashed patch will help ensure things stays as intended. My biggest advice to anyone: READ,READ,and READ! Read all docs, tutorials, forums, and read me files AND ALWAYS USE A PATCH (merged and/or bashed)!!!
CyberDanz The public junkie who LOVES Fallout!

GrantSP
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Thank you.

Post by GrantSP » Tue Jan 24, 2017 9:45 pm

Thank you.



GrantSP
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Extract the conversion script

Post by GrantSP » Fri Jan 27, 2017 5:04 am

Extract the conversion script archive into your xEdit folder, not FalloutNV's.



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RoyBatty
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yep, only the .csv goes into

Post by RoyBatty » Fri Jan 27, 2017 7:17 am

yep, only the .csv goes into the Fallout NV folder, the .pas script goes into the scripts folder


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TAWM
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Okay I've been trying to

Post by TAWM » Fri Mar 03, 2017 7:19 pm

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.


http://www.nexusmods.com/fallout3/mods/7236/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmoddescription%2F%3Fid%3D7236%26preview%3D&pUp=1


 


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


 



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RoyBatty
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NV's engine is slightly

Post by RoyBatty » Sat Mar 04, 2017 2:49 am

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.


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TAWM
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Well that explains things. 

Post by TAWM » Sun Mar 05, 2017 6:01 pm

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



CyberDanz
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I just thought that I would

Post by CyberDanz » Sat Jun 24, 2017 4:53 am

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.


CyberDanz The public junkie who LOVES Fallout!

Nostalgia
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Noob here! Thanks for the vid

Post by Nostalgia » Fri Nov 17, 2017 3:06 am

Noob here! Thanks for the vid. Was able to convert a mod that adds mags to DC. What I would like to know is how I can upload my conversions here for others to maybe use? I want to tackle this mod- https://www.nexusmods.com/fallout3/mods/21361/? eventually.


Also, do FNV mods need work before using in TTW?



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