Importing mod data from FO3 to FNV?

Post » Fri May 27, 2011 8:45 pm

Hey guys ;)

A bit of an odd question perhaps, but seeing that meshes/textures/names/filepaths of assets in the FNV:GECK appear to be almost identical to the ones in the FO3:GECK, I was wondering if there is a way to 1-on-1 copy the data stored in a mod from FO3 and transfer it to a mod for FNV so that it can be loaded into the FNV GECK and modified?

With 'data', I'm referring to the meshes, lights and coords where the objects were placed (I'd have to reset the gameworld entrance/exit coordinates naturally). In this case it's about a small housemod (Mini Hideout) which I'd love to see restored to FNV where the creator has left the modding scene (afaik).

It's a bit of a long stretch but I figured I'd check if this is within the realm of possibilities to copy an interior cell or that I have to start handcrafting something similar from scratch :P


Greetz,

Milt
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Fri May 27, 2011 8:24 pm

  • Open any FO3 (v.94) module in FO3Edit and select its file header in the left panel
  • Swap 'Fallout3.ESM' with 'FalloutNV.ESM' in the master list
  • Edit: I'd remove all the teleport data from the doors of the interior too with FO3Edit and remove the Worldspace group or your plugin will inject the Wasteland into FalloutNV.ESM.
  • Copypasta the plugin to your NV Data directory
  • Open it with the NV GECK and save. The GECK will update it to v1.32
  • Open in FNVEdit and R-Clilck > "Check for errors" and scope out the output in the messages tab for


If there are any '' instances, they're over forms that were in Fallout3.ESM which were removed. You can use the output to track down and replace those references so they use FalloutNV.ESM forms or create new ones by R-Clicking on the group of the type of record missing and assigning the new form(s) the FormID(s) of the missing item(s). If everything line up, chances are all you'd need to do is link the door to the house somewhere in the new gameworld.

A lot of stuff is right where it always was FormID-wise as well as filepaths, so there's a good chance the error resolving after the retrofit won't be toooo arduous.


Oh! Until Elminster's got FNVEdit out of the experimental stage, I'd make sure the NV GECK is the last to edit the plugin so it will re-evaluate all the records upon saving, just in case.
User avatar
Kate Norris
 
Posts: 3373
Joined: Mon Nov 27, 2006 6:12 pm

Post » Fri May 27, 2011 10:27 pm

Didn't work for me. When I open the mod later I have no records of ANYTHING
User avatar
kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Fri May 27, 2011 9:16 am

Thanks JustinOther, going to try and see if I can get that to work :)

EDIT: Uhm, how do I swap the 'Fallout3.ESM' with 'FalloutNV.ESM' in the master list? Do I have to put the FO3 mod into the FNV Data directory for it to show up?
User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Post » Fri May 27, 2011 4:51 pm

Didn't work for me. When I open the mod later I have no records of ANYTHING
Odd. So far I've not lost anything during retrofits... You must have done something differently? What does your plugin have in it/what master(s) does it have?
Thanks JustinOther, going to try and see if I can get that to work :)
Hope it works for you as well as it has been for me. :)
User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Fri May 27, 2011 6:31 pm

Fallout3.esm as a master and it has a partial navmech, custom textured vault gear door and general vault doors. Some scripts and rooms and corridors. That's it. And a script or two. But I don't get any data at all when I load it. Before or prior. Interiors is blank. The stuff I can use is set to 0 etc

Edit: The F3 GECK is V1.1.0.36
User avatar
laila hassan
 
Posts: 3476
Joined: Mon Oct 09, 2006 2:53 pm

Post » Fri May 27, 2011 12:20 pm

It doesn't seem to like me :(

I set the FalloutNV as the master and removed any and all entries of http://fallout3nexus.com/downloads/file.php?id=6394that I thought had a remote chance of negatively affecting the transition (even removed the Mannequins, Katanas, Worldspace, Teleport Markers, HKSopmod gun etc). But when trying to load it into the NV:GECK it crashes.

Loading it back into FO3EDIT (with a copy of the NV.esm in the FO3 Data dir) gives me hundreds upon hundreds of 'unknown record type' and 'unexpected (or out of order)' error messages :(
User avatar
Mariaa EM.
 
Posts: 3347
Joined: Fri Aug 10, 2007 3:28 am

Post » Fri May 27, 2011 6:18 pm

I got better of than you did :P Mine just didn't plain work
User avatar
Victor Oropeza
 
Posts: 3362
Joined: Sun Aug 12, 2007 4:23 pm

Post » Fri May 27, 2011 4:48 pm

It doesn't seem to like me :(

I set the FalloutNV as the master and removed any and all entries of http://fallout3nexus.com/downloads/file.php?id=6394that I thought had a remote chance of negatively affecting the transition (even removed the Mannequins, Katanas, Worldspace, Teleport Markers, HKSopmod gun etc). But when trying to load it into the NV:GECK it crashes.

Loading it back into FO3EDIT (with a copy of the NV.esm in the FO3 Data dir) gives me hundreds upon hundreds of 'unknown record type' and 'unexpected (or out of order)' error messages :(
try deleting the Navigational Mesh Info Map group, then loading? The NV GECK will rebuild NAVI when saving.

Yeah, DC to Vegas is a one way street as FO3's GECK isn't prepared for all the new record types/new definitions.
User avatar
Nicole Elocin
 
Posts: 3390
Joined: Sun Apr 15, 2007 9:12 am

Post » Fri May 27, 2011 5:47 pm

Meh. I'm just gonna start over. Things got a bit big for optimal use anyway.
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Sat May 28, 2011 1:06 am

try deleting the Navigational Mesh Info Map group, then loading? The NV GECK will rebuild NAVI when saving.

Yeah, DC to Vegas is a one way street as FO3's GECK isn't prepared for all the new record types/new definitions.


Alright, I'll give it another try later tonight. I mainly need the basic layout of the 2 interior cell meshes, statics and lighting at any rate, so I can use that as a base to expand on.

Thanks for all the help :)
User avatar
Pumpkin
 
Posts: 3440
Joined: Sun Jun 25, 2006 10:23 am

Post » Fri May 27, 2011 7:22 pm

http://www.mediafire.com/?dusidmc47in4k7c after removing/resolving all the unresolved references to Fallout3.ESM stuff. Missing FO3 placed things are replaced with cigarettes, but with both GECKs open you could put back NV euivalent pieces, maybe, to fil in the blanks.

Looks like a prettty cool pad in the GECK, even with cigarettes here and there. The majority of it is intact, so it's a start...
User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Fri May 27, 2011 11:15 pm

I have been trying to do this for days with my airport, but the GECK always crashes on start-up. I tried using the process of elimination to delete Form types out of my mod to see if one particular FormID was causing the issues and have met with limited success - I think the plug-in is just too big with too many missing assets for the NV-GECK to deal with. NV-Edit can load it, and the error list turns the scroll-bar into human-hair width - but I havn't given up hope yet.

To make sure it was even feasible I created a small house cell in the Fo3-GECK and successfully transferred it to the NV-GECK and FNV - stuff like the Navmesh, Door portals, Statics, Activators - all that comes over without issue. The biggest problems that I have seen are in the Quest records - Massive projectile vomit in errors on the conditions and checks, its a mess. Still NV-GECK crashes most of the time even after deleting the Quests, NPCs, Factions and Topics. I did get the NV-GECK to load my mod missing these Form types _once_, but it crashes on every successive attempt.

Here is what I learned in my testing. The following Form Types can be imported from Fo3 plug-in to FNV GECK (at least without crashing the NV-GECK and allowing for successful save/use in-game):

Spoiler

Activator
Cell (obviously)
Container
Creature
Door
Furniture
Key
Light
Leveled Item
Message
Misc Item.
Movable Static
Navigation Mesh Info Map
Note
Static Collections
Scripts
Static
Talking Activator
Terminal
Texture Set
Worldspace

Possible Conflicts that cause NV-GECK to crash on load:

Acoustic Spaces
Armor
Ingestible
Climate
Dialog Topic
Encounter Zone
Explosion
Faction
Non-Playable Character
Package
Projectile
Quest
Sound
Weather


I don't _know_ these form types won't work, but I couldn't get my mod over with them included. This also doesn't mean that all the Form types I Was able to bring over are perfect/working right, but the NV-GECK loaded them successfully. My error count is just so high, I have to work that out.

@Matildas,

I made a list of all assets that Did transfer and those that did http://www.newvegasnexus.com/downloads/file.php?id=34774.

Cheers,

Miax
User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Post » Fri May 27, 2011 10:51 pm

Cool, thanks for all the info guys; appreciate it :)

And also thanks JustinOther for getting it to a working NV version. Can't wait to check it out in the GECK and get to work on replacing those cigarettes :P


Greetz,

Milt
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Fri May 27, 2011 9:12 am

My FO3 Master includes every one of these Except Acoustic Spaces or Dialog Topics and it converted over without a single error and that includes the entire list you provided that caused you issues, I think alot of issues are the result of your original esp being mastered to FO3.esm and the left over garbage it left in the esp from changing its master is whats causing the issues not the individual data types.

Activator
Cell (obviously)
Container
Creature
Door
Furniture
Key
Light
Leveled Item
Message
Misc Item.
Movable Static
Navigation Mesh Info Map
Note
Static Collections
Scripts
Static
Talking Activator
Terminal
Texture Set
Worldspace

Possible Conflicts that cause NV-GECK to crash on load:

Acoustic Spaces
Armor
Ingestible
Climate
Dialog Topic
Encounter Zone
Explosion
Faction
Non-Playable Character
Package
Projectile
Quest
Sound
Weather
User avatar
Tyrel
 
Posts: 3304
Joined: Tue Oct 30, 2007 4:52 am

Post » Fri May 27, 2011 12:58 pm

My FO3 Master includes every one of these Except Acoustic Spaces or Dialog Topics and it converted over without a single error and that includes the entire list you provided that caused you issues, I think alot of issues are the result of your original esp being mastered to FO3.esm and the left over garbage it left in the esp from changing its master is whats causing the issues not the individual data types.


I appreciate your feedback. :)

I wish that were the case... However I have changed the master to FalloutNV.esm using the xEdit and even tried deleting alot (even more than was on that list) of the Form types out of my mod. Quite frankly I'm not surprised that your ESP included all of those data types and still worked - that's a Good thing. In this case it has to do with placing too many forms that don't exist.

I got it to port when I deleted the Cell and Worldspace from types, so all of my custom content wen't in okay as you suggested. It's placing too many objects that don't exist (or something like that) which is getting me. I'll try JustinOther's idea tonight on the cigs and see where it goes.

More to come,

Miax
User avatar
Ann Church
 
Posts: 3450
Joined: Sat Jul 29, 2006 7:41 pm

Post » Fri May 27, 2011 1:46 pm

Happy Days...

At least initial success, after deleting all of the missing FormIDs out of my Airport, I was able to load it into the NV-GECK and Save. :celebration:

I lost 2,292 assets out of 43,779, or roughly 5% of placed objects. :) I am VERY happy and encouraged by this result - it's much better than I had hoped for.

Oscuro said that several things might not work right when porting, so I'll have to get down to testing and see what I lost and what doesn't work - but on the surface it seems like everything came across okay. After saving in the NV-GECK, NVEdit reports just 3 errors for me to correct, a SCOL with a missing asset, NPC's that don't have "Voice" or "Class" defined, a missing "Sound" entry for a WTHR record. :)

Still kinda shocked, will report back any wierdness I find. Maybe now I can relax and get back to work. :)

Cheers,

Miax
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Fri May 27, 2011 1:27 pm

...And also thanks JustinOther for getting it to a working NV version. Can't wait to check it out in the GECK and get to work on replacing those cigarettes :P...
Glad it worked. :) The hold-up was entirely over unresolved references to missing FO3 forms. Once those were removed via FNVEdit, it fired right up.
Happy Days... At least initial success, after deleting all of the missing FormIDs out of my Airport, I was able to load it into the NV-GECK and Save.
Awesome! :) For whatever it's worth, I've managed to retrofit every FO3 (v.94) GRUP to FNV (v1.32), so if a plugin won't load save, it's most likely over unresolved subrecord data and not that it's got certain record types.If you "Compare to..." Fallout3.ESM, you'll see that although some forms line up, others do not, so sometimes a record might not be unresolved, but could be referencing a CELL after retrofitting where an ACTI is expected, for instance.
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Fri May 27, 2011 9:23 pm

Glad it worked. :) The hold-up was entirely over unresolved references to missing FO3 forms. Once those were removed via FNVEdit, it fired right up.Awesome! :) For whatever it's worth, I've managed to retrofit every FO3 (v.94) GRUP to FNV (v1.32), so if a plugin won't load save, it's most likely over unresolved subrecord data and not that it's got certain record types.If you "Compare to..." Fallout3.ESM, you'll see that although some forms line up, others do not, so sometimes a record might not be unresolved, but could be referencing a CELL after retrofitting where an ACTI is expected, for instance.


Thanks bud! :) I've been super excited about it all night. :foodndrink: 20 months of work saved, I'll finally put up a WIP thread on Sunday now that I know for sure it's real.

I also owe you an PM, I've still been hacking through the guide - done with chapters 1-3 and 5 now. I'll PM you on Sunday about that too, my half is LATE but almost done (damn that awesome FNV game!)

Lastly, believe it or not I think that for now I'm going to Stay in the Fallout3 GECK until more of the issues are resolved with the FN-GECK. I hit on this idea after converting my mod into the NV-GECK, and I was actually able to reverse the conversion process successfully by using FNVEdit to change the master back to Fallout3.ESM and loading that mod with the FO3-GECK. The GECK whined about a bunch of unknown flags in Sound forms and such and I thought it wouldn't work. BUT! After saving once and re-evaluating everything, the new paired-down airport with just shared-assets and my own custom assets loaded the 2nd time in the Fo3 GECK cleanly =)

My idea then is to stay in the Fo3GECK for as long as all I'm doing is level design (a few more months of this), and fix my object palettes so that only shared assets are shown. That way I stay out of trouble, and if I need an FNV-only asset I can copy that into my own mod's model directory and make it a custom FormID. When it goes into the FNV game it will simply show up as a "modified" FNV asset and will be completely legal but at the same time it will allow me to use that model in the FO3-GECK for level design-only. When done with level design I can port it back across without any assets lost this time, and I get to continue working on the Polished Fo3GECK until we do get FNV-GECK patches down the road.

Would be Awesome if we could pair-down a version of the Fallout3.esm master to have Only shared assets in it - that way we wouldn't need to restrict ourselves using object palettes, but rather could build with whatever is found in the shared-assets list and port across with 0% loss. Even without this though, my shared assets spreadsheet will keep me honest. :)

Cheers!

Miax
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Sat May 28, 2011 12:38 am

Glad your airport was able to load. Any plans for round trip tickets from DC to vegas? :hubbahubba:

*Filtered/cleaned FalloutNV.ESM against Fallout3.ESM and made two plugins, one for FO3 and one for FNV, bearing http://www.mediafire.com/?jbi0r9rz4595tmu. In either case, one should be able to see if the vanilla any referenced by a plugin going to or coming from New Vegas.
[Removing "Identical to Master" records done]  Processed Records: 497172 Removed Records: 13378 Elapsed Time: 00:19
The list of identical records is in the pack there, but many of the records they'd kept have been edited since FO3.
User avatar
Zualett
 
Posts: 3567
Joined: Mon Aug 20, 2007 6:36 pm


Return to Fallout: New Vegas