Porting Interior Cells from F3 to NV

Post » Tue May 17, 2011 1:05 am

'ello!

I had put a good chunk of work into a F3 project I never finished, and could use all the interiors I created in my current WIP. Can I cut and paste it using the FEdits, or are the Form Ids changed
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Damien Mulvenna
 
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Post » Tue May 17, 2011 1:46 am

The http://www.newvegasnexus.com/downloads/file.php?id=38413 has a chapter dedicated to this very thing, just released today.

Let me know if there are any questions,

Miax
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Tiff Clark
 
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Post » Tue May 17, 2011 1:40 am

The short version is - you'd have to delete doors (that go to FO3 worldspaces) then any resources that weren't included in NV as well.
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BlackaneseB
 
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Post » Tue May 17, 2011 12:42 pm

Actually no, that will not result in success. You need to go through the conversion process of changing the master to FalloutNV.exe using Fo3Edit, and should really use FNVEdit to see what references are Not transferring across so you know what your loosing before hand.

The doors do not have to be deleted - the NV-GECK will delete or dis-connect any door that doesn't have a valid reference on the other side. In the last PC patch we got, JustinOther and I noticed that they did something to help the conversion of mods along (auto-deleting Fallout3-only references for one). It is a powerful cleaning tool, as it outright blocks old Fallout3-only references from even getting loaded. That's were FNVedit comes in; so you can see what your loosing, as once in the NV-GECK, those references will simply vanish as soon as you load it up and Save the first time.

My chapter in the FNVEdit manual covers all of these topics with examples.

Miax
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Vahpie
 
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Post » Tue May 17, 2011 5:14 am

Great, thank you!
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Danel
 
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Post » Tue May 17, 2011 7:53 am

With a huge stroke of luck, I have had a near 100% successful quick transfer!
One issue though: one of the interiors was a church. In the GECK, all I can see are NPCs (I think I've checked all visual filters, unless I missed a few)
The walls appear in-game, but I can't do anything in the GECK because of this. The objects are there but I can't see them.
Thanks in advance!
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no_excuse
 
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Post » Tue May 17, 2011 7:38 am

'ello!

I had put a good chunk of work into a F3 project I never finished, and could use all the interiors I created in my current WIP. Can I cut and paste it using the FEdits, or are the Form Ids changed


What are the details of your project? Are you adding more interiors to the game?
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RAww DInsaww
 
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Post » Mon May 16, 2011 11:49 pm

Yep, many have already been added, and I'm very excited that several are now salvaged WIPs from Fallout 3 I feared would never see the light of day.

I'm working on an expansive quest mod, a task much easier now that I have a great understanding of the Geck (compared to 2 years ago...)
With this development, I may alter the plot. Originally it was to be an NCR-loyalist only quest, but this opens some opportunities up.

My goal with this mod is to fight the urge to rush, and so far, all is going well. The quest and scripting is fast, but the interior building is a PITA.
But, like I said, being able to salvage all of those assets is HUGE. I also salvaged some resources and weapons I made to boot. Things are looking up!

To close this wall of txt, I'll say that the location I'm trying to save is a pretty memorable one, so I'm hoping someone can sort this out for me! :wink_smile:
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Brad Johnson
 
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Post » Tue May 17, 2011 4:42 am

With a huge stroke of luck, I have had a near 100% successful quick transfer!
One issue though: one of the interiors was a church. In the GECK, all I can see are NPCs (I think I've checked all visual filters, unless I missed a few)
The walls appear in-game, but I can't do anything in the GECK because of this. The objects are there but I can't see them.
Thanks in advance!

If you do not see the walls in-game, it has to do with RoomBounds. In the NV-GECK, the RoomBounds actually mask the objects (just as they do in-game), I recommend the following:

1. Click on "View", then "Show/Hide Window". Then make sure Room Bounds/Portals is checked. You should see light-blue boxes in the render window (these are the room bounds).

2. Multi-select the RoomMarkers in the Object View (lower-right corner). I usually click on the EditorID column on the far right to sort the references in the cell, then hold shift and select the first and last room bound.

3. With the RoomMarkers selected, Single left-click the title bar of the Render window to make that active. You should see all of the room bounds now selected.

4. Move your mouse over one of the room bounds, Left-Click (and hold it down), Hold down the "Z" key with your other hand, and drag the Room Bounds UP. They should all move directly upwards if your holding Z. This gets them above your content and out of the way.

5. Re-do step 1, but this time Un-Check the RoomBounds so that they vanish from the Render window.

6. Press F5 to re-render the cell. You should be able to see everything now.

When your ready to release the cell/mod, re-do this process but drag the RoomMarkers DOWN this time so that they cover the cell content.

Luck,

Miax
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Wanda Maximoff
 
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Post » Tue May 17, 2011 12:59 am

Thanks for all the help Miax!

Worked like a charm. I never would have thought of that.
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Emilie M
 
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Post » Tue May 17, 2011 8:56 am

Most welcome. :)

I should mention that it is generally only a good idea to do that procedure on your own cells, not the cells provided with the game - as you would be changing those vanilla game cells (and that gets saved in your mod as edits to that cell, when you didn't mean to make any).

Cheers!

Miax
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Conor Byrne
 
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Post » Tue May 17, 2011 7:13 am

Yeah, I've learned my lessons with editing vanilla assets, fortunately for me thanks to others failures and not my own :wink_smile:

I never touch vanilla assets in my mods unless that is what the mod is meant for eg. Damage Multiplier
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lucile
 
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