Any way to transfer F3 mod to NV?

Post » Fri May 27, 2011 7:28 am

There probably isn't, but I might as well ask.

I know you can't transfer assets from F3 that aren't in NV, but Is there any way to either a) port or B) open an F3 mod in the NV Geck? I have an old quest mod I start in F3 that I want to port over, and was just wondering if there was an automatic way to do it, or if it needs to be done by hand.

-Middark
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TWITTER.COM
 
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Post » Fri May 27, 2011 3:09 am

There probably isn't, but I might as well ask.

I know you can't transfer assets from F3 that aren't in NV, but Is there any way to either a) port or B) open an F3 mod in the NV Geck? I have an old quest mod I start in F3 that I want to port over, and was just wondering if there was an automatic way to do it, or if it needs to be done by hand.

-Middark


Have you tried just loading it in the new GECK and resaving? It might just be that simple. Won't hurt to try :)
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sophie
 
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Post » Fri May 27, 2011 6:28 am

Have you tried just loading it in the new GECK and resaving? It might just be that simple. Won't hurt to try :)


It won't load at all, probably because it's not connected to the Fallout NV master file.

-Middark
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Cathrin Hummel
 
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Post » Thu May 26, 2011 8:07 pm

I'd advice against doing this.

F:NV's GECK was updated many times during the game's development. These changes allowed it to handle new types of objects, scripting functions, etc, specific to New Vegas. There's a chance that forcing an ESP record from the old GECK into the new GECK would cause more problems down the line than simply editing it anew - and that's provided that it loads the ESP at all!

However, you can have two GECK programs in your comp. One for FO3, another for F:NV, that would make it easier to, at a glance, replicate changes from an old ESP into a new GECK ESP. At the very least, copying complex scripts, or recreating exact names to match those queried by function calls, would save some time.

O.
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Madison Poo
 
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Post » Fri May 27, 2011 3:03 am

I already ported my mod lost roads into FNV and it runs without flaws. Lost Roads has 33 mb ESP File size and a ID record count of 70.000 entires. So, if a mod like this can be ported, I guess every mod can. But it requires a bit of knowledge about the engine and f3edit.
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Francesca
 
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Post » Fri May 27, 2011 9:56 am

I already ported my mod lost roads into FNV and it runs without flaws. Lost Roads has 33 mb ESP File size and a ID record count of 70.000 entires. So, if a mod like this can be ported, I guess every mod can. But it requires a bit of knowledge about the engine and f3edit.
Same here. DIAL GRUP isn't compatible, but some plugins transfer just fine. FNV GECK just opened, edited, and saved FOOK2 - Main.ESM sans the CELL, WRLD, and DIAL groups. Tons of stuff and nothing FOSE/NVSE will compile/work in game *yet* but this is a lot better than manually copy/pasting scripts. Fellout still lines up. Looks like some FO3 mods can be ....retrofitted after all.

FOOK's ACLH GRUP, for instance, won't have to change much as the ingestibles common to both games have the same 'ol filepaths/FormID's.
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Pete Schmitzer
 
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Post » Thu May 26, 2011 11:54 pm

Thanks for posting about this Oscuro, it's good to have solid confirmation.

Our only hope at mod conversion at this point is if someone from our community can pull it off. A few are going to try, but it will be a bit of time before we see it. It may not be possible, but we can hope! I also think there will be some kinds of mods that are impossible to transfer because the change a bunch of game settings and such that don't exist anymore, and other kinds of mods (mainly cells, levels, basic scripts) that might be alot easier.

I never assumed one could load/save mods in the GECK as was suggested by one, but have for many months been hoping that this is possible and preparing my own Fo3 mod for that potential. As long as we follow the rules and our FNV mods Only have assets from FNV (including those transferred from Fo3), then we should be in good shape. We'll see!

Oh and Thank You for using 32.78% of the common Fallout3 assets - this was a true gift that I for one am extremely grateful for.

Miax
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sam westover
 
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Post » Fri May 27, 2011 11:06 am

Thanks for posting about this JES, it's good to have solid confirmation.


I love Josh as much as anyone else, but t'was Oscuro. :spotted owl:
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Neko Jenny
 
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Post » Thu May 26, 2011 6:58 pm

I love Josh as much as anyone else, but t'was Oscuro. :spotted owl:

Doh, fixed. Thanks :)

I got used to his new avatar and it just missed my filter. :shakehead:
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Lily
 
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Post » Fri May 27, 2011 12:56 am

Thanks for posting about this Oscuro, it's good to have solid confirmation.

Our only hope at mod conversion at this point is if someone from our community can pull it off. A few are going to try, but it will be a bit of time before we see it. It may not be possible, but we can hope! I also think there will be some kinds of mods that are impossible to transfer because the change a bunch of game settings and such that don't exist anymore, and other kinds of mods (mainly cells, levels, basic scripts) that might be alot easier.

I never assumed one could load/save mods in the GECK as was suggested by one, but have for many months been hoping that this is possible and preparing my own Fo3 mod for that potential. As long as we follow the rules and our FNV mods Only have assets from FNV (including those transferred from Fo3), then we should be in good shape. We'll see!

Oh and Thank You for using 32.78% of the common Fallout3 assets - this was a true gift that I for one am extremely grateful for.

Miax


Let me elaborate a bit more, just to clear up some doubts that my previous message may have sparked.

It is possible to transfer some mods into the F:NV format. However, possibility does not imply a high degree of probability.

Depending on the type of plugin, you'll find different degrees of success when transfering records.

Obviously, anything in a record that depends on the FO3 ESM will likely not be recognized. This may have to do with such query looking for FormIDs that are now different - it's also possible that the problem may arise because such queried records have now a different memory size, or structure, than what F:NV's GECK expects.

Features added to objects common to the two versions of the engine (for example, Weapons) demanded extra memory-size. So, a Weapon object in F:NV weighs a bit more than in FO3. The engine's memory allocators look now for the updated size. This fact alone may pose extra problems when trying to do a direct port: either the object won't be recognized at all, or it will cause the memory allocator to slowly "bleed," since it can't find a suitable-sized chunk of memory into which to place such object (for example, when the engine loads a Weapon object of different size than the expected it's not going to know where to place it, so it'll dump it on a pool of memory different than the one meant for Weapon objects. This may cause bloating, over-time).

The good news in this regard are that if you can open the plugin's record in the new GECK, and you resave that record (not just the plugin, but you force the record to be re-evaluated, and saved), then the GECK will assign the appropriate memory-size to the record, and you are in business.

I wanted to clarify that, while it may take some tinkering, it's indeed possible to port some ESPs over to the new GECK. The last thing I'd ever want is for you guys to feel that I had squashed hopes - this community has always thrived on challenge, and has managed to pull off some amazing feats. I hope the above helps in sorting out some doubts, and I also look forward to see what you guys whip up next!

Cheers,

O.
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James Smart
 
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Post » Fri May 27, 2011 2:24 am

Thank you Very much for the clarification :) That does give insight into where the challenges may be.

My hopes rest mostly on transferring pure levels, cells, placed objects and such and to that end I created lists of the Shared Assets to that end. I don't think the NV-GECK has a problem loading from _all_ Fallout3 mods, but there are some aspects that will cause the NV-GECK to crash outright while loading an Fo3 mod - so we definitely have a mixture. My hopes are already too high, so I hold onto hope and do what I can at my skill level.

Also we appreciate the vote of confidence; sometimes all we need is a little encouragement. :)
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kennedy
 
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Post » Fri May 27, 2011 3:15 am

Don't know if this has been posted or if it is general knowledge, but I am very happy I can transfer my custom armors. That on itself is a win for me, knowing I can just use my current Blender/nifSkope set up and don't have to wait for higher revisions of those two.

The huge mod I have, that one I may never release, and if I do, will still be released in FO3. Judging by the PC issues board :), I'm sure FO3 players' numbers are not going to dwindle much :)
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Lisa Robb
 
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Post » Fri May 27, 2011 6:38 am

Thanks for the explanation Oscuro, you're the best! :trophy:
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Cool Man Sam
 
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Post » Fri May 27, 2011 1:41 am

The good news in this regard are that if you can open the plugin's record in the new GECK, and you resave that record (not just the plugin, but you force the record to be re-evaluated, and saved), then the GECK will assign the appropriate memory-size to the record, and you are in business.


Thanks for all your help! Real quick quesiton, though, but how do you force save the record? Open it and change something inside it?

-Middark
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Taylor Bakos
 
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Post » Thu May 26, 2011 11:55 pm

It's not a "forced save" per-sae, what he means is that when you save a mod in the GECK, it is much more than a simple action of saving data to disk. In actual fact the GECK does a Ton of post-processing on the mod file and creates/updates records such as NAVM (for the navmesh) that are necessary for the mod to work right in the game engine. Thus if you open a mod from Fo3 into the NV-GECK and save it, the NV-GECK will again run all the post-processing on the mod and save it in a format that is agreeable with the New Vegas engine. But as he described this will not work cleanly for many record types, and may not even be practical or possible to do.

We all Hope that it can, but it will take one of the few true-geniuses that code for the benefit of the community to pull-off the conversion. Until they report back as to whether or not its possible, all we can do is experiment ourselves, strip Fo3-only-content out of the mods so there is less to conflict and wait patiently. :)

Miax
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Tiffany Holmes
 
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Post » Fri May 27, 2011 10:37 am

I hope the above helps in sorting out some doubts, and I also look forward to see what you guys whip up next!

Cheers,

O.


Hi!!!

I wanted to ask about something that maybe you would have some insight into.

Our version of the FoNV Geck as it was distributed is not reporting script errors when we compile scripts that we've written problems into. The FO3 one did, though. Our FO3 one tells us what the compiler hated about the code instead of just refusing to save.

Is yours like that? If it's not, can we get ours fixed or, do you know of maybe something we can do/add to effect a fix? :)
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Sophie Louise Edge
 
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