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.