Hey there!. When I started using TTW Demo version, I read somewhere that if you wanted to convert mods from FO3 to be used with TTW, you’ll have to change the master Fallout3.esm to FalloutNV.esm in FO3edit and later tick them on in FOMM. If those mods happened to use FOSE, you’d even have to open them in FNV GECK and recompile the scripts in order to increase the chance for them to work properly. I followed the instructions and most of the FO3 mods that I converted worked in TTW Demo version. I was able to open and even edit them in GECK, something I wasn’t able to do when I used to use RFCW.
Highlight everything, and zip it up. Then, go back into NMM, add a mod from file, find your new zipped-up merge, and add it. Under NMM’s Plugins tab, untick all the plugins you’ve just merged. Congratulations, you’ve created a merged patch. It’s one.esp file that’ll do everything that the plugins you jammed into them do. But I still got the issues if mods use its own scripts file. Even I had correct the scripts name in new.esp, it still not works in my saved game. BTW, I watched another tutorial on youtube that using build-in script of TES5edit to auto merge multiple mods. Unfortunately, I couldn't find such function in FO4edit. Waiting for your. This mod turns Fallout 4 into a Silent Hill like Nigthtmare. From now on you will be surrounded by Thick Fog, strange sounds and occasionally being dragged into a otherworld where monsters (SirenHead, Mumblers, Lyingfigures, Ghouls, Silent hill Nurses, Twin head Screamers and Dogs) await you!
There’s a useful utility called FNV Plugin Utility by ScripterRon, that allows you to merge plugins (ESP)
Thing is that this program only works with ESPS created with FNV GECK. I was happy to found out that once you saved the converted ESP with FNV GECK (with converted I mean with the master ESM changed) they immediately were compatible to be used with FNV Plugin Utiliy. I even merged some of the FO3 converted mods, and they worked flawlessly.
The issue now is that with the Alpha version of TTW I cannot open/edit converted FO3 plugins anymore with the GECK. I can tick them on in FOMM and they work great in the game, but I can’t edit them nor merge them. I’m aware that in the DEMO Version the FNV and FO3 get merged together as soon as you run the patches, and that TTW Alpha version leaves FNV resources alone, all the changes go to TaleOfTwoWastelands.esm
So, do you have any ideas of how to be able to edit the converted FO3 plugins with FNV GECK now?. I even tried to add FO3.esm and TaleOfTwoWastelands.esm to the converted F03 ESP in FO3edit, but it didn’t worked.
Thanks in advance for your help and attention!.
Greetings!.
I’ve seen a lot of people having trouble installing mods manually lately, especially people who don’t own flat Fallout 4 for reference. The information people post is usually very partial. I pieced together what I could, and everything seems to be working alright. Please let me know if I’ve missed anything!
- The first step for modding any Bethesda game is Archive Invalidation. To implement this here, edit this file:
Documents/My Games/Fallout4Vr/Fallout4VrCustom.ini
I think this file is created after running the game once, but if it doesn’t exist you can just create it. Add the following:
[Archive]
sResourceDataDirsFinal=
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
bInvalidateOlderFiles=1
Note: I’ve seen some posts instructing people to list your modded directories for the DataDirs value, but according to flat Fallout 4’s Archive Invalidation page, doing so is unnecessary and can drastically increase loading times.
- Drop your mod files into the following folder:
Steam/steamapps/common/Fallout 4 VR/Data/
This should be any files included with the mods, such as .esp, .esm, .ba2, or directories.
- Edit the following file:
%localappdata%/Fallout4VR/Plugins.txt
which is the same as the following absolute path:
C:/Users/YOUR_USERNAME/AppData/Local/Fallout4VR/Plugins.txt
This is where a lot of people are having problems. This file doesn’t exist by default but it’s just a text file and you can create it manually.
Add the full filenames of any .esp or .esm files (including the file extension) you put in the Data/ folder in the previous step. This makes Fallout aware of those files.
Add the full filenames of any .esp or .esm files (including the file extension) you put in the Data/ folder in the previous step. This makes Fallout aware of those files.
- Still in the plugins.txt file, put an asterisk (*) at the beginning of each filename you want to be active. This tells Fallout to load these files in-game.
![How To Merge Esp Files Fallout 4 How To Merge Esp Files Fallout 4](/uploads/1/1/8/5/118553895/556851351.jpg)
How To Open Esp Files
And you’re done! Pretty sure that’s all the steps. It’s been working for me so far but I’ve only installed a handful of mods.
Fallout 4 Ba2 Repacker
For reference, my plugins.txt looks like this:
Fallout 4 Ini File
*Insignificant Object Remover.esp
*Remove Overweight Cant Run Message.esp
*Vivid Fallout – All in One – Best Choice.esp
*Remove Overweight Cant Run Message.esp
*Vivid Fallout – All in One – Best Choice.esp
And a bonus: If you want to tweak different settings, rather than crawling .ini files and guessing at variables I highly recommend /u/bilago‘s configuration tool, which lists all the values used in the engine and edits them for you, as well as including dedicated menus for some of the more important tweaks.