shadowmaster Posted May 12, 2020 Share Posted May 12, 2020 I wanted to import the database I used in 2016 into 202. Are there any major issues or drawbacks to doing this? Or should I just create it from scratch in 2020? Quote Link to comment Share on other sites More sharing options...
WCGreyghost Posted May 12, 2020 Share Posted May 12, 2020 I converted the Death of the Territories mod without major issues. Quote Link to comment Share on other sites More sharing options...
Forge Posted May 12, 2020 Share Posted May 12, 2020 The only real issues I've noticed with converted DBs are that company owners might need their preferred roster size edited to something smaller in order to avoid big companies signing EVERYONE in the first week, and that the new experience stat for workers can be a bit wonky in freshly-converted DBs. A quick fix for the latter is to do a bunch of mass edits, setting all workers with (X) number of years in the business to (Y) experience, based on where most CVerse workers with the corresponding number of years seem to fall. Undebuted: 0 Rookie year: 0 1 years: 2 2 years: 4 3 years: 6-7 4 years: 25-40 5, 6 years: 40-60 7 years: 50-65 8 years: 70-80 9 years: 75-90 10 years: 82-90 11 years: 90-100 12+ years: 100 Quote Link to comment Share on other sites More sharing options...
LordofGustav Posted May 12, 2020 Share Posted May 12, 2020 I've also converted Rising Storms without any problems. Quote Link to comment Share on other sites More sharing options...
The Nickman Posted May 12, 2020 Share Posted May 12, 2020 In the game I’ve converted I’ve had a lot of problems with most of my roster becoming negative personalities who weren’t previously. Seems to be an issue that’s affected other users of the forum too, but it doesn’t seem to be everybody. I wonder what the “trigger” is here. I’ve got a mod I’d LOVE to convert but basically can’t figure out a way to do it without having to edit the personalities of 60 odd workers manually. Would love some help here from someone. Quote Link to comment Share on other sites More sharing options...
Fleisch Posted May 12, 2020 Share Posted May 12, 2020 Anyone who says they converted a mod without issues should take a look at their worker stats (I bet everyone's experience is 0), stables (they will not have changed to Gang/Alliance/ cult etc...), broadcasters (There are so many more types), and several other things. If you claim to be playing a mod straight from conversion, you will struggle when every worker has 0 wrestling experience! You cannot just convert a mod without any issues. Did you check that all the touring companies have their tours and schedules set up? Did you ensure all your worker attributes were correct? Unless you spent a good few hours editing, the mod you are playing is going to have so much wrong with it. Quote Link to comment Share on other sites More sharing options...
Thane of Fife Posted May 12, 2020 Share Posted May 12, 2020 Anyone who says they converted a mod without issues should take a look at their worker stats (I bet everyone's experience is 0) While I agree with your main point (that it's a lot more work converting a mod from 2016 to 2020 than it was converting from 2013 to 2016), this doesn't match my experience. I've seen many workers convert with significant experience. I have no idea how it rates said experience (best guess is that it's some combination of time in the business and size of companies worked with), and there is definitely a discrepancy where some workers who have been around for a few years still have 0, but by-and-large, I see workers converting to have experience. Quote Link to comment Share on other sites More sharing options...
tambourin81 Posted May 13, 2020 Share Posted May 13, 2020 One thing I've noticed when importing the old Thunderverse database is that the game tends to set most nonstandard products to "Classic Balanced". I've also had the mentioned problems with bad personalities. The biggest issue for me is that the new gimmick effects have to be put in manually into the contracts, or they just won't show up in the game, but this is less an issue with conversion and more an issue with the editor's interface. The only real issues I've noticed with converted DBs are that company owners might need their preferred roster size edited to something smaller in order to avoid big companies signing EVERYONE in the first week, and that the new experience stat for workers can be a bit wonky in freshly-converted DBs. A quick fix for the latter is to do a bunch of mass edits, setting all workers with (X) number of years in the business to (Y) experience, based on where most CVerse workers with the corresponding number of years seem to fall. Undebuted: 0 Rookie year: 0 1 years: 2 2 years: 4 3 years: 6-7 4 years: 25-40 5, 6 years: 40-60 7 years: 50-65 8 years: 70-80 9 years: 75-90 10 years: 82-90 11 years: 90-100 12+ years: 100 This would be great if we could filter workers by year in the business in the editor. Unfortunately, we can't, so you still have to enter these numbers manually, or trust the converter to do it for you. Quote Link to comment Share on other sites More sharing options...
Jabroniriffic Posted May 13, 2020 Share Posted May 13, 2020 I've noticed playing an updated 2010 mod anything more than 5 minutes says the segment went on too long, which for WWE is highly unrealistic. Also am getting action angles get the "lack of anything interesting happening" note. Possibly the wrong product status set but also the lack of being able to have custom products, I think it might need more refining when databases are converted. Quote Link to comment Share on other sites More sharing options...
awesomenessofme1 Posted May 13, 2020 Share Posted May 13, 2020 Also am getting action angles get the "lack of anything interesting happening" note. This is an issue of angles not being properly defined. A lot of angles have the roles mistakenly set as Overness, which basically means they're just standing there. Neither the converter nor the game itself has any idea what the angles are about, they can only work with what they're given. Quote Link to comment Share on other sites More sharing options...
The Nickman Posted May 13, 2020 Share Posted May 13, 2020 I've also had the mentioned problems with bad personalities. This is 100% my biggest problem. If I could figure out what to adjust in the TEW2016 Mod before making the conversion to offset this, I'd be well on my way! Quote Link to comment Share on other sites More sharing options...
LordofGustav Posted May 13, 2020 Share Posted May 13, 2020 Anyone who says they converted a mod without issues should take a look at their worker stats (I bet everyone's experience is 0), stables (they will not have changed to Gang/Alliance/ cult etc...), broadcasters (There are so many more types), and several other things. If you claim to be playing a mod straight from conversion, you will struggle when every worker has 0 wrestling experience! You cannot just convert a mod without any issues. Did you check that all the touring companies have their tours and schedules set up? Did you ensure all your worker attributes were correct? Unless you spent a good few hours editing, the mod you are playing is going to have so much wrong with it. Now that you put that way, i found a problem in the mod. Dave Finlay has been transformed into a 100% heel, when he should do good as a face as well,... it's the tip of the iceberg. Quote Link to comment Share on other sites More sharing options...
WCGreyghost Posted May 13, 2020 Share Posted May 13, 2020 You cannot just convert a mod without any issues. Did you check that all the touring companies have their tours and schedules set up? Did you ensure all your worker attributes were correct? Unless you spent a good few hours editing, the mod you are playing is going to have so much wrong with it. I did convert the mod I said i did, I'm playing it, and I am not having any issues with it. Apparently your mileage varies. Quote Link to comment Share on other sites More sharing options...
LordofGustav Posted May 13, 2020 Share Posted May 13, 2020 Yes... it's the tip of the iceberg... Triple A... has Attitude Entertainment O_O and so it's WWF... it's going to be a while before several mods are adjusted to the new parameters of the game. Quote Link to comment Share on other sites More sharing options...
Hive Posted May 13, 2020 Share Posted May 13, 2020 When I last imported, starting absences/injuries all got the same, incorrect length. Don't know if that was fixed, though. Quote Link to comment Share on other sites More sharing options...
tnyrwn Posted May 13, 2020 Share Posted May 13, 2020 <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="The Nickman" data-cite="The Nickman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49322" data-ipsquote-contentclass="forums_Topic"><div>This is 100% my biggest problem. If I could figure out what to adjust in the TEW2016 Mod before making the conversion to offset this, I'd be well on my way!</div></blockquote><p> </p><p> When you convert a mod from 2016 it picks the highest personality slider and matches an appropriate attribute.</p><p> </p><p> For example if a worker personality slider in 2016 is high towards mercenary it will give them the mercenary attribute</p> Quote Link to comment Share on other sites More sharing options...
endeavorxi Posted May 13, 2020 Share Posted May 13, 2020 In the game I’ve converted I’ve had a lot of problems with most of my roster becoming negative personalities who weren’t previously. Seems to be an issue that’s affected other users of the forum too, but it doesn’t seem to be everybody. I wonder what the “trigger” is here. I’ve got a mod I’d LOVE to convert but basically can’t figure out a way to do it without having to edit the personalities of 60 odd workers manually. Would love some help here from someone. I had this issue as well. After one show moral dropped to 0. Quote Link to comment Share on other sites More sharing options...
LoganRodzen Posted May 13, 2020 Share Posted May 13, 2020 Anyone who says they converted a mod without issues should take a look at their worker stats (I bet everyone's experience is 0), stables (they will not have changed to Gang/Alliance/ cult etc...), broadcasters (There are so many more types), and several other things. If you claim to be playing a mod straight from conversion, you will struggle when every worker has 0 wrestling experience! You cannot just convert a mod without any issues. Did you check that all the touring companies have their tours and schedules set up? Did you ensure all your worker attributes were correct? Unless you spent a good few hours editing, the mod you are playing is going to have so much wrong with it. I don't even do any modding besides personal use but I tried CV2016 just to see and it was a mess. Basically any "new" feature or anything that was a big tweak did not translate well, which is to be expected anyway. Quote Link to comment Share on other sites More sharing options...
tnyrwn Posted May 13, 2020 Share Posted May 13, 2020 I had this issue as well. After one show moral dropped to 0. When you convert a mod from 2016 it picks the highest personality slider and matches an appropriate attribute. For example if a worker personality slider in 2016 is high towards mercenary it will give them the mercenary attribute Quote Link to comment Share on other sites More sharing options...
shadowmaster Posted May 14, 2020 Author Share Posted May 14, 2020 Thanks for the input guys - I think I'm just going to create a new database. Just like any OS it's always better to do a fresh install rather than an upgrade - so i'll go that route. Thanks again. Quote Link to comment Share on other sites More sharing options...
Nicdutch Posted August 17, 2020 Share Posted August 17, 2020 I tried to import a database exported from a save game. It told me that I have save every tv show in the database. I tried to in the game, in the DB, but it still wouldn't work. Any idea? Quote Link to comment Share on other sites More sharing options...
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