Fallout New Vegas Economy Mod

This is the official conversion package to help convert and update Fallout 3 mods for use with TTW.You must update any plugins using GECK after converting, there will be checks in TTW to make sure this is the case to avoid breaking things. Don't be lazy, mods which break TTW are subject to removal so that we can maintain some level of sanity with troubleshooting.You.MUST. get permission from the mod's author to convert their work. Keep documentation of this permission as we.WILL. ask for it. Mod piracy will not be tolerated.Script by zilav, inspired by the old one by JaxFirehartcsv conversion databases by JaxFirehart and Roy BattyConversion Notes Follow, this is NOT a guide. You need to put forth effort in order to convert mods properly.The old method applies for basics before using GECK/FNVEdit to fix up the mod for New Vegas' engine and mechanics.Load all the TTW masters that a required in FNVEdit plus the plugin you wish to convert:FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmFallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmTaleofTwoWastelands.esm(YourPlugin.esp/YourPlugin.esm)Right click your plugin and select Add Masters, then select all the TTW masters.

Fallout New Vegas Mod Guide

When this is completed, right click your plugin and select Sort Masters. Save and Exit from FNVEdit before going further, DO NOT SKIP THIS.Reload your plugin in FNVEdit, it should now automatically load all the TTW Masters with it.Right click your plugin and select Run Script, select the TTW Conversion Script, it will run and ask for a database to use.

The Soviet Union is mentioned in Fallout, Fallout 3, Fallout: New Vegas and Fallout 4, and it was meant to appear in the cancelled game Fallout Extreme. Behind the scenes Edit When R. Scott Campbell was asked why China was the U.S. Enemy and not the Soviet Union, he answered that it was because he heard the Russian mob firing their guns in the.

Mods

Generally you will be using the TTWConversion.csv database file. Let it run, this may take quite some time depending on the size of the plugin you are converting. When it's complete Save and Exit.Reload your plugin in FNVEdit and check it for errors, you may need to run the conversion script again to update any straggling forms. Save and Exit if so.You can now work on your plugin in GECK to recompile the scripts one by one manually. Never ever use the recompile all button, ever!The following is an unsorted batch of notes the team has compiled over time about the differences in the games that you should check and address, go over it carefully.

The process of converting mods is long and arduous. You need patience and willingness to learn, and pay attention to even the smallest details in order to create quality conversions.

You will find that many mods are not particularly well made, and you'll likely have to fix a lot of broken things, scripts and correct a lot of bad practices. That said, have fun modding, and remember it's for fun and not prestige.;-Some things to be aware of when converting mods, on top of just checking off the plain old boxes.GetWeaponAmmoA function added by the Fallout Script Extender.Beware that in Fallout New Vegas, weapons may use either an ammo (typecode: 41) or a form list (typecode: 85) containing multiple ammos for this field. To be safe, one can use GetType to check the return. Also, Weapons that do not use ammo will return 0.AddachievementFallout 3 achievements for GFWL/xbox should not be used, comment this out, does not work. In some cases, ttw has challenges as replacements.PCMiscStatMost F3 misc stats also are in FNV, but some Fallout 3 ones don't exist in FNV. TTW uses global vars to increment to track these instead.some globals to replace:'Bobbleheads Found'Captives Rescued'Contracts Completed'People Mezzed'TTWPCMiscStatBobbleheadsFoundTTWPCMiscStatCaptivesRescuedTTWPCMiscStatContractsCompletedTTWPCMiscStatJusticeServedTTWPCMiscStatPeopleMezzedHand grips are another thing, they will sometimes show up as numbers and I've listed the equivalents below. Real guns!= game guns, It also helps to imagine 'balance' as a bunch of sliders on an equalizer.There's a ton of sliders, just in FNV.

Weapon cost, weapon availability, ammo selection, fire rate, accuracy, ammo cost, weapon skill, str req.Essentially, i throw numbers at things until they look right, and then i check for problems. The #1 problem you can have in weapons balance is a non-unique gun that makes players go 'wow, wtf?If it's OP, it will go in everyone's inventory and you've not only wasted all your time balancing everything, but you've got guns that dictate playstyles, not the other way around. If it's UP, people will never use itIngestibles:Ingestibles also need Economy balance, and to account for Hardcore. This is fairly easy to do, but try to balance things and not make them OP. It is only time consuming setting up the various conditions and effects. Check TTW's added foods for an idea.Leveled Lists:Tale of Two Wastelands has a massively expanded set of Leveled Lists to account for more weapons, armor and the higher level cap introduced by Fallout New Vegas.Care should be taken when editing these lists so you don't break how the game works.If you don't know how thing work, you can always ask the team.

An entire tutorial can be written about leveled lists and how they work.Scripts:Scripts need to be recompiled one by one. Bear in mind that you WILL need scripting knowledge to convert Fallout 3 mods which have them. Fallout 3 had no error checking on the script compiler so things are often broken and need repaired in order to work. Also bear in mind that scripting practices 10 years ago are not that great and stuff probably needs to be remade from scratch.NPC:NPC now have an additional skill, Survival. It is what 'throwing' was in Fallout 3 (contrary to inaccurate wiki entries elsewhere).The BigGuns skill is still in the game and can be used fully by any actor, so leaving them be for mod compatibility is a good move.Generally the BigGuns skill is copied over to explosives for TTW, and some appropriate level of survival is set by GECK automatically.Crafting:Fallout 3 used scripted activators for crafting, in Fallout New Vegas you need to convert these scripted things into using the Recipe system.

DO NOT leave scripts on the workbenches, you'll break the game. Custom crafting stations are technically OK to leave, but things should really be updated to use the Crafting/Recipe system instead.Cleaning:You should always clean any mod you make in FNVEdit, particularly after making something with GECK.

TTW adds a bunch of ITM's due to persistence changes on a bunch of actors. These are all Worldspace ITMs and can be safely cleaned.

One more dirty edit that will need manual deletion is DCWorld08 parent record, formid 06001A267 (this should be Fallout3.esm's index of 06).

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Request Wednesday - All Requests must go hereFILTER BY GAMERULES.Posts must be about Fallout / Modding.No Image Macros/Memes as posts.Editing console saves is not 'modding'.Comments not adding to discussion / flaming, will be removed.Use Descriptive Titles. One word or vague titles will be removed.Posts asking questions that are answered in sidebar guides may be removed.Don't promote Piracy. This includes posting mods that were removed / taken down. Piracy is a ban, no warnings.Support posts without load orders (Not mod list) will be removed.Do not post the same mod/video more than once, with the exception of major updates.Posts promoting a released mod must link to the MOD, not a video.All request posts must be in the weekly sticky thread (Wednesdays). All others will be removed.POST FORMATTINGPlease use tags in your post titles for what game, and what you want to discuss! Each post MUST have a tag for which game you are posting about.FO4 - For Fallout 4FNV - For New VegasFO3 - For Fallout 3FO2 - For Fallout 2FO1 - For Fallout 1FOT - For Fallout TacticsF76 - For Fallout 76EXAMPLE: FNV New Vegas Fiend CompanionSpoilersPlease use spoiler tags for MAJOR game events.

Minor spoilers should be expected here.Type Without quotes:'Mr House is actually an Alien who started the great war' (/spoiler)To get this:Useful linksExplore the Fallout Network- Reddits Fallout Home- Discussion Fallout 3- Discussion for New Vegas- Discussion for Fallout 4- For the early Fallout games- In depth discussion for everything lore relatedVisit our sister subreddit at! Whoops, wrong button.They way I'm tackling it is that there's been 200 years since the Great War, so there's gonna be less 'just usable' stuff laying around, and a lot more primary junk components instead.So, I'd reduce the amount of 'hey look at this prewar car trunk full of prewar loot'Which then puts more meaning on the primary npc settlements, like good neighbor and diamond city.Then, it rolls over to settlements of your own design. You're gonna need better jobs for your settlers besides 'hoe this cornstalk for 8 hours'It's really kinda wonky at this time, but adding new things like sub resources, prosperity values for settlements, and such is helping even everything out. I'm really sick of selling supplies and weapons for a fraction of what the vendors sell them for. The last time I posted this question I was told 'the wasteland doesn't have a stable economy so anything goes' but it has been over 200 years since the great War there should be some sort of semi stable economy that uses supply and demand rather than set cap values that don't work (example: I sell a stimpack to a man for 15 caps, hour later I get shot, go back to the man and try to buy the stimpack form him and it's now 150 caps.