How do I import an interior cell from a FO3 mod to F:NV?

Post » Sat May 28, 2011 1:25 pm

This would really save me some major headaches if it's possible and the game has the proper tileset(s) available.

The complex is so complicated I shudder in dread at the idea of rebuilding it from scratch.
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Sarah Evason
 
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Post » Sat May 28, 2011 12:25 pm

I created a chapter on how to migrate mods from Fo3 to FNV in the FNVEdit manual update (link in sig).

Luck,

Miax
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Ilona Neumann
 
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Post » Sat May 28, 2011 3:00 pm

I created a chapter on how to migrate mods from Fo3 to FNV in the FNVEdit manual update (link in sig).

Luck,

Miax


Thank you sir, you are a scholar and a gentlemodder ;)
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Markie Mark
 
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Post » Sat May 28, 2011 10:33 am

Isn't there a legal issue with using assets from some games in published mods? Including other Beth games?
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Alycia Leann grace
 
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Post » Sat May 28, 2011 6:30 pm

Absolutely there is, you cannot take assets from Fallout 3 and put them in Fallout: New Vegas _unless_ those assets exist in both games. I did an http://www.newvegasnexus.com/downloads/file.php?id=34774 of this and found that roughly ~32% of Fallout 3 models were also present in New Vegas. To aid in the process, the New Vegas GECK automatically prunes forms out that are not present in New Vegas, so as long as you don't Manually copy assets from Fo3 to FNV, then it is possible to transfer mods legally. It is wise to be very careful with this, and depending on your mod it may not ultimately make sense for you to migrate the cell - but rather rebuild it from scratch.

I went down this road to some depth as well, even wrote the tutorial in the FNV-Edit manual so others could legally migrate mods if they really want to. I ultimately decided not to migrate and instead stick with Fallout 3 for my work. Its really up to the modder at the end of the day, but Bethesda doesn't recommend that we migrate mods for technical reasons as well as the discussed legal reasons. As long as you don't put Fallout 3-only assets in your mod, then it is possible to migrate.

Miax
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Silvia Gil
 
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Post » Sat May 28, 2011 1:11 pm

Thank you. I'll have to give it a try and see how much of my last mod survives..
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Nicole M
 
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Post » Sat May 28, 2011 8:37 am

I'm wondering what exactly will happen if I try to import a cell and the needed tilesets arent there?
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Hussnein Amin
 
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Post » Sat May 28, 2011 5:45 pm

Those pieces simply vanish in the migrated/converted mod. This happened to me in enough places that I ultimately decided not to convert, but the NV-GECK will accept your mod without issue and will only crash if hundreds or thousands of records are missing. I successfully migrated my WIP project of ~44k records and lost ~2,200.

It all depends on how lucky you get. What I have found in studying the difference between the games is that there are more model assets in Fo3 and the kit sets are more complete. In FNV you will notice that in the OffHall kit-set, the 4-way is gone. In the UtlBayHall kit-set, the 3-way and -4way were gone. Kinda critical pieces if your cell depends on them. I had even gone down the path of starting to re-create the 3-way and 4-way halls from NV assets in Blender, which is legal as long as your starting with a New Vegas asset and mod it from there.

It will be obvious once you load the mod. In my case the most amusing was my statesman hotel, in which all the room pieces vanished (so I had massive clutter floating in the air). Was pretty funny. :) In general the NV-GECK will remove missing refs, so the resulting mod (once saved in the NV-GECK) will be 100% legal as long as your not manually moving assets from Fo3 to FNV.

Miax
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Ross Zombie
 
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