kito333 Posted April 24, 2020 Share Posted April 24, 2020 I figured I’d start a thread about issues with converting over our favorite mods. My current issue with a few mods I’ve tried is the amount of drug problems my workers are having! Did the effects get changed 2020? I have 5 or 6 workers every show unable to work because they are too drunk/high. Any advice? Anyone have the same issue? Other problems you’ve noticed? Quote Link to comment Share on other sites More sharing options...
JMike Posted April 24, 2020 Share Posted April 24, 2020 I’ve made a few posts on this in the general questions thread already with the 2001 mod, namely booking a real world company gives massively massively underrated results. For example, with NOAH I couldn’t get anything over a 55 while with WWF I got a show that got a 44. I also made a much longer post on there about AI behavior that I’ll copy paste over here. “The AI needs to be retooled. I've been messing around in the January 2001 mod and I did a little experiment. In three weeks, the WWF sign twenty eight people. In that same time frame, New Japan signed twenty. Even current day Vince McMahon is not that insane. Some of these workers I've noticed shouldn't be signed at all. Two workers WWF took were Scott Norton and Scott Hall from NJPW, two people that were under written contracts for NJPW and were not in the final month of their contracts, which as far as I know, doesn't even allow them to fight back. Another I noticed was New Japan taking Kawada from All Japan, who had the same contract issue as Hall and Norton combined with him being loyal to AJPW. I remember it being briefly mentioned that the AI was more competitive, but good lord. Playing as an indie must be hell in this mod. Combined with my previous issue of ratings being super wonky for the player and no one else makes the entire experience almost not worth it. I do believe most of these problems will be fixed in a patch and when mods are officially converted, but it's still something that should be considered.” I’m no mod maker but it’s already apparent that mods need a lot more editing than anyone could imagine, especially because I wasn’t getting weird show ratings with CVerse. I actually was going to do a diary where I used a modified version of a mod, several months later, and I believe that I may have to do that whole process again once the game comes out. I’m still optimistic, but it’s troubling. Quote Link to comment Share on other sites More sharing options...
Bigpapa42 Posted April 24, 2020 Share Posted April 24, 2020 I made a thread to go over some of the things that you will run into. The owner roster-size preference is specifically mentioned as something that needs to be adjusted as its changed from 2016. Having it set to a high level, which is almost certainly the case with Vince McMahon, will result in the company hiring a ton more talent because the owner will want like 150 workers under contract. This isn't a bug to be patched - its an adjustment required in the mod. I've converted and tested multiple mods and haven't seen issues with companies giving WAY lower results in TEW 2020 than the same mod did in TEW 2016. Quote Link to comment Share on other sites More sharing options...
BurningHamster Posted April 24, 2020 Share Posted April 24, 2020 <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="kito333" data-cite="kito333" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47675" data-ipsquote-contentclass="forums_Topic"><div>I figured I’d start a thread about issues with converting over our favorite mods. My current issue with a few mods I’ve tried is the amount of drug problems my workers are having! Did the effects get changed 2020? I have 5 or 6 workers every show unable to work because they are too drunk/high. Any advice? Anyone have the same issue? Other problems you’ve noticed?</div></blockquote><p> </p><p> Yeah, I'm definitely noticing this. Tried to run a WWF game in my 96 mod converted over and a dozen guys showed up unable to work.</p> Quote Link to comment Share on other sites More sharing options...
kito333 Posted April 24, 2020 Author Share Posted April 24, 2020 So I have been messing with going into the editor to change all "Heavy" drug users to just the plain option of being a drug user. I still have three or four workers every show/event that have to be sent home. This just seems unrealistic to me. How many times in the 90's did Shawn Micheals miss shows because he was too wasted? In my game its every week. Is there a way to have it noted that the worker does in fact use drugs but not to where it makes them impossible to have on your roster? Like miss a show a year, or once a quarter? This is insane! Quote Link to comment Share on other sites More sharing options...
Von Dozier Posted April 24, 2020 Share Posted April 24, 2020 <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="BurningHamster" data-cite="BurningHamster" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47675" data-ipsquote-contentclass="forums_Topic"><div>Yeah, I'm definitely noticing this. Tried to run a WWF game in my 96 mod converted over and a dozen guys showed up unable to work.</div></blockquote><p> </p><p> In the mid-90's, that maybe isn't such a stretch <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p> Quote Link to comment Share on other sites More sharing options...
gethund Posted April 24, 2020 Share Posted April 24, 2020 <p>Are converted mods working for you guys then?</p><p> </p><p> I converted the April Real World Chronicles mod, but it crashes with an error 3021 on the first advance.</p> Quote Link to comment Share on other sites More sharing options...
kito333 Posted April 24, 2020 Author Share Posted April 24, 2020 Im no expert but I would assume the start date would cause an issue. I have only tested mods that are set in January. Quote Link to comment Share on other sites More sharing options...
gethund Posted April 24, 2020 Share Posted April 24, 2020 Im no expert but I would assume the start date would cause an issue. I have only tested mods that are set in January. Well yes - it refused to start the game until I changed the start date to January. After that it works fine until advancing. Oh well, sure I'll work it out sometime. Quote Link to comment Share on other sites More sharing options...
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