Will mods from FO3 interfere?

Post » Sat Feb 19, 2011 10:31 am

Right, I know this is an incredibly n00bish question, and I will probably get laughed at, and I know I'm installing New Vegas into a completely different folder to FO3, but because the two games essentially run on the same engine, is there any chance at all that some of the mods from FO3 will interfere with New Vegas?
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Monique Cameron
 
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Post » Sat Feb 19, 2011 8:39 am

Why would they?

You said yourself, New Vegas is installed to a completely different location to Fallout 3. Since mods are only installed the Fallout 3 data folder and New Vegas will look for mods in the New Vegas Data folder, there's absolutely no chance of Fallout 3 mods conflicting with New Vegas.
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Alexx Peace
 
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Post » Sat Feb 19, 2011 4:32 am

Right, I know this is an incredibly n00bish question, and I will probably get laughed at, and I know I'm installing New Vegas into a completely different folder to FO3, but because the two games essentially run on the same engine, is there any chance at all that some of the mods from FO3 will interfere with New Vegas?


nope, things are coded a bit diffrently and with the new gameplay functions.

However it′s not imposible once the F:NV GECK is out people might be able to tweak and make a New Vegas version of there mods.
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Charlotte Buckley
 
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Post » Sat Feb 19, 2011 3:54 am

You can safely install mods into both folders, they are not compatible. Oblivion mods aren't compatible either.
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Schel[Anne]FTL
 
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Post » Sat Feb 19, 2011 4:09 am

Whoa folks... No one here (no one outside of Beth/Obs) knows weather or not mods are compatible between the two games, and indeed many mods may be Directly portable depending on the assets they use. A few of the big wins for the modding community:

1. We know that many/most of the Fallout3 model/textures assets are included, so our mods that used Fo3 assets will likely port-over without change for level design, though some assets that were specific to Fo3 will likely not be in the BSA. So for mods that focus on level design, there will be some re-tooling to do for assets that didn't make the transfer from Fo3 to FNV, but I don't anticipate that will be harsh.

2. We know that the NIF format for all models is essentially the same with a few behind-the-scenes Havok changes that Obsidian thinks wont impact us negatively, which means all the mods that focused on weapons, armor and objects may have to make little or no changes to import models into FNV (though the gun-settings will likely be different or enhanced)

3. The formats of the ESPs/ESMs will likely have changed Very Little in the base formats - as both games were made in the same editor (abliet with some upgrades). We have also been told that the upgrades to the GECK were bolt-ons - like the dialogue editor where we can use the old Fo3 version if we want. This tells me that even the quest formats may not have changed much.

Overall my GECKulation is that the new functionality that they have added for FNV should for the most part Not prevent us from migrating mods over legally, though changes to the weapons, ammo and game-settings may not directly port over right. We may Not get lucky and there could be blocks that prevent us from migrating. This has not been my impression from the posts I've seen - everything they have done thus far has been in support of modding and modders, so it would only make sense that they would Not add blocks to conversions just so long as the Only assets used in the FNV mod are from FNV.

27 days, 10 hours, 18 minutes to find out for sure!
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jessica sonny
 
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Post » Sat Feb 19, 2011 11:01 am

Idunno, Miax... :unsure: I'm not sure how the weapon upgrade system works. If it's heaps of scripting code like WMK, then it may be simple. But if the weapon upgrade system is integrated directly into the WEAP form...
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saxon
 
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Post » Sat Feb 19, 2011 5:12 am

Idunno, Miax... :unsure: I'm not sure how the weapon upgrade system works. If it's heaps of scripting code like WMK, then it may be simple. But if the weapon upgrade system is integrated directly into the WEAP form...


Oooo there is a post I need to find for you from JES where he describes how easy it is to make changes. They fully added the WMK and Cooking into the GECK, and JES spoke of how it will be super-easy to make new Ammo types and such.

Your right though, weapons are perhaps one of the most morphed-things in FNV from Fo3, so I would be surprised if they go in clean. The models may go in clean as Frank K. indicated, but the settings are sure to be way off.
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Averielle Garcia
 
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Post » Sat Feb 19, 2011 9:08 am

Whoa folks... No one here (no one outside of Beth/Obs) knows weather or not mods are compatible between the two games, and indeed many mods may be Directly portable depending on the assets they use. A few of the big wins for the modding community:

That's not what he's saying right? I read it as asking if FO3 mods installed in the FO3 folder, would affect FO:NV installed in the FO:NV folder (due to use of the same engine).

If that is the question then the answer is almost certainly not, (unless someone were to use an NV FOSE and try to do this on purpose ~why, I have no idea)
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-__^
 
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Post » Sat Feb 19, 2011 3:32 am

That's not what he's saying right? I read it as asking if FO3 mods installed in the FO3 folder, would affect FO:NV installed in the FO:NV folder (due to use of the same engine).

If that is the question then the answer is almost certainly not, (unless someone were to use an NV FOSE and try to do this on purpose ~why, I have no idea)


If this is the case, then I'm just an idiot that should learn to read better. :)

I'm also in that one-track frame of mind around the idea of transferring my mod, so I'm probably GECKulating too much on the positive side for transfers. The madness is deep...
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KRistina Karlsson
 
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Post » Sat Feb 19, 2011 10:47 am

Miax is right, JES said himself that a lot of it is easily sorted, seems they were quite prepared for mods being transferred.

However I think the mods OP is talking about are safe. Working on older mods to fit with NV should be a cakewalk though.
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Reven Lord
 
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Post » Sat Feb 19, 2011 11:37 am

I'm also in that one-track frame of mind around the idea of transferring my mod, so I'm probably GECKulating too much on the positive side for transfers. The madness is deep...
We'll have to wait and study the assets. Who knows, they may have added partitions, added simplification tools, hooks for dialog... :shrug: (or none of these).
I'd hold off working on it entirely until you've had a week to examine the game.
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Lovingly
 
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Post » Sat Feb 19, 2011 11:46 am

Your right of course, and the transferrability may be very low - but that would discourage me to such a level that I would likely just go back to playing for a few years and come back modding next game-round. Not that it would be Bethesda or Obsidian's fault of course, it would be my own fault for building too-large a mod and missing the market window (I wonder how many times this happens IRL). If the worst comes true, then all I will be able to say is that I learned alot and hopefully helped the community some along the way, and will dissapear into the wasteland.

However I still have great hope - not for the weapons, I think MadCat221's concerns are spot-on there, but for level design, quests and dialogue I have reason to be optimistic.. I have spent hours scouring over each trailer and making notes on which items I see in FNV that I also know are in Fo3, and noting the FormID or kit-set. This gave me a general idea of how much of the Fo3 content was used, and so far I have over 150 items from different kit sets or themes catalogued - so I know for a fact that most/allot of the Fo3 content got ported over. What Elminster and I both don't know however is if the FormID's changed in the conversion... If the FormID's stayed the same (and we think that it would have, as changing them would have been a horrific task), then porting completed levels from Fo3 to FNV gets a little closer to reality. I have not seen many Fo3 DLC assets in the trailers yet, so I GECKulate that the DLC assets were picked/chosen over versus ported on-mass like alot of the Fo3 base models seem to have.

I also have hope because Chris Avellone himself said that the new quest/dialogue editor they added went in on Top of the old one, and that both still worked. So here I have from the horses mouthes that the Fo3 questing/dialogue formats should work (or be very close). This is actually a Huge deal because quest data is intricate and complicated - not something I look forward to converting. For the dialogue though, the most change may be New features that we can use on our old cells.

Ultimately we need to see the files to know. I have already decided to load-up Fo3Edit and interrogate the NewVegas.ESM (sp?) master Before I play the game - I have to be able to say I'm THAT pathetic for modding that I loaded-up the GECK before I loaded-up the game. :D I appreciate your confidence, but really the magician here is Elminster... My contribution to the community for the start of FNV will be to update the Fo3Edit manual/tutorial with JustinOther so that we have a new/better tutorial along with the new NVEdit program ready close to the release.

Stay Tuned! 27 days, 9 hours, 39 minutes.
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GabiiE Liiziiouz
 
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Post » Sat Feb 19, 2011 8:38 am

Whoa folks... No one here (no one outside of Beth/Obs) knows weather or not mods are compatible between the two games, and indeed many mods may be Directly portable depending on the assets they use. A few of the big wins for the modding community:



It was stated in interviews that FO3 mods could be brought over to FNV with "a little work". Now, what that means I don't know. It could be as simple as loading the mod and saving it in the new GECK. I would think that any mods that could benifit from the new scripting and other enhancements would probably benifit from a minor (or major) overhaul before using in FNV, where as other mods just need the "little work" to be used in FNV.

However, Mods you have installed in the Fallout 3 game will not interfer with FNV. However I would imagine that no mod currently used in FO3 can be just brought over unaltered to FNV.
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Steph
 
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Post » Sat Feb 19, 2011 7:56 am

It was stated in interviews that FO3 mods could be brought over to FNV with "a little work". Now, what that means I don't know. It could be as simple as loading the mod and saving it in the new GECK. I would think that any mods that could benifit from the new scripting and other enhancements would probably benifit from a minor (or major) overhaul before using in FNV, where as other mods just need the "little work" to be used in FNV.

However, Mods you have installed in the Fallout 3 game will not interfer with FNV. However I would imagine that no mod currently used in FO3 can be just brought over unaltered to FNV.


You give me yet more confidence and hope - thank you. :)

It's going to be a long 27 days... Its strange, I have never been This mad over a game before, and I've been gaming since I was 8. The skooma must be good this year. :whistling:
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Fiori Pra
 
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Post » Sat Feb 19, 2011 7:05 am

It was stated in interviews that FO3 mods could be brought over to FNV with "a little work". Now, what that means I don't know. It could be as simple as loading the mod and saving it in the new GECK. I would think that any mods that could benifit from the new scripting and other enhancements would probably benifit from a minor (or major) overhaul before using in FNV, where as other mods just need the "little work" to be used in FNV.

However, Mods you have installed in the Fallout 3 game will not interfer with FNV. However I would imagine that no mod currently used in FO3 can be just brought over unaltered to FNV.


Form objects may transfer easily, but gamespace reference objects certainly won't. If things are transferred from FO3 to FONV, the'd probably have to be scrubbed of all gameworld refs first.
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Gen Daley
 
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