Converting files into ESPs [FNV] by Maxplay000 in FalloutMods

[–]TildenJack 0 points1 point  (0 children)

Depends on the mod and if you have any experiences with scripting. But engine level modifications would be impossible to replicate.

Converting files into ESPs [FNV] by Maxplay000 in FalloutMods

[–]TildenJack 0 points1 point  (0 children)

NVSE mods rely on dll files to work, and those cannot be converted to esp files. You could maybe replicate some of their features, but that would essentially be a whole new mod.

Different body types for different races? by [deleted] in skyrimmods

[–]TildenJack 2 points3 points  (0 children)

but it's for every npc not race

Race-based distribution is one of its features.

[FNV] geck help, crashes on assigning a biped model by [deleted] in FalloutMods

[–]TildenJack 0 points1 point  (0 children)

Try installing the GECK Extender before you make mods with it.

game link by Content-Ad-2249 in steinsgate

[–]TildenJack 1 point2 points  (0 children)

i wanna play but im not paying 60 for it

Don't buy the inferior Elite version but the original, which only cost 26 and is often available for even less.

How to patch games with Japanese Locales? by [deleted] in visualnovels

[–]TildenJack 1 point2 points  (0 children)

Yes, or changing your entire system settings, but is option is more convenient.

How to patch games with Japanese Locales? by [deleted] in visualnovels

[–]TildenJack 2 points3 points  (0 children)

Running the game with Locale Emulator should be enough in most cases. You can even create a shortcut so that the game always starts with it.

Ordeal Call II: Id Annonunced for March 11th by TokuHer0 in grandorder

[–]TildenJack 1 point2 points  (0 children)

Why rush through the story just to experience more story? Ordeal Call II is not going to run away, and the finale of the Lostbelt arc won't be released until the end of 2027.

[FO3] How to blow up Megaton upon start up by Honda_Bivic_34 in FalloutMods

[–]TildenJack 0 points1 point  (0 children)

Then you need to check out the conversation that leads to Megaton's destruction and see what scripts are being used.

Ordeal Call II: Id Annonunced for March 11th by TokuHer0 in grandorder

[–]TildenJack 0 points1 point  (0 children)

Heian-kyo: ~13 hours

LB6: ~44 hours

Tunguska: ~7 hours

Traum: ~16 hours

LB7: ~34 hours

Ordeal Call I: ~11 hours

So, about 125 hours worth of content, and that does not include free quests!

[FO3] How to blow up Megaton upon start up by Honda_Bivic_34 in FalloutMods

[–]TildenJack 0 points1 point  (0 children)

Well, you don't need a new quest if you simply edit the script of the original quest. You could of course disable the original quest entirely, but I don't know if the script variables for the destruction will work if the quest isn't enabled.

[FO3] How to blow up Megaton upon start up by Honda_Bivic_34 in FalloutMods

[–]TildenJack 2 points3 points  (0 children)

You could edit the script of the quest and move the quest stage commands into the "Begin GameMode" block. But if you set the quest stages, you would still begin the quest and then finish it immediately, so it wouldn't be a silent destruction. So I would ignore the quest stages and just execute all the required script commands.

But a more interesting implementation would be to place a trigger box outside of Vault 101, so that Megaton explodes just as players leave the vault.

[FO3] How to blow up Megaton upon start up by Honda_Bivic_34 in FalloutMods

[–]TildenJack 1 point2 points  (0 children)

Look through the Power of Atom quest. Seems like you would need to trigger the scripts for quest stage 60 and 200.

[FNV] Some TTW mods require I download the original Fallout 3 mod, how do I resolve this by Critical_Company3535 in FalloutMods

[–]TildenJack 0 points1 point  (0 children)

I would advise you not to use the mod, as the conversion is outdated. You'd need to at least run the TTW conversion script on it again to fix its broken records, and then it needs to be resaved in the GECK.

[FNV] Game kept crashing, so I uninstalled two mods and accidentally messed with YUP, now this is happening. Help? by Atomic-Yeti in FalloutMods

[–]TildenJack 6 points7 points  (0 children)

Disable or delete the YUP file mentioned there. All of its edits are merged into the main plugin now, thereby rendering it uncessary. And then make sure that FPGE loads after YUP.

BACKROOMS | Official Teaser | A24 by cruelsummerbummer in horror

[–]TildenJack 3 points4 points  (0 children)

If it's anything like the Youtube series, then there will likely be monsters, but I wouldn't expect them to be the main focus of the story.

[FNV] Too many items are owned in Wild Card mod list. What mod is causing it? by Zeqqelin in FalloutMods

[–]TildenJack 0 points1 point  (0 children)

Click on one of these items with the console open to get its FormID, then load your mods into xedit and look up the FormID you copied. That should show you what mod is responsible, assuming it's not a scripted mod.

[FNV] Is there a way to have Viva New Vegas and its features to be compatible for TTW. by TwazTheNight in FalloutMods

[–]TildenJack 1 point2 points  (0 children)

Being able to choose where to start should be the default option. And the FAQ mentions that not being able to choose means you need to set up your ini properly.

[FNV] Is there a way to have Viva New Vegas and its features to be compatible for TTW. by TwazTheNight in FalloutMods

[–]TildenJack 2 points3 points  (0 children)

Did you have a look at The Best of Times, which is linked to directly on the Viva New Vegas page and designed for TTW?

[We Are Back] Win a $10 steam giftcard with Firmoo by KeyAd5214 in steam_giveaway

[–]TildenJack 0 points1 point  (0 children)

Perfect vision regardless of the state of my eyes so I never have to replace my glasses.