Compatibility with Fallout 3

Post » Wed Aug 26, 2009 11:34 am

There are also a bunch of FO3 meshes with mere retexs...

Yes thats true, and the effect in any mod transferring from Fo3 to FNV using those assets will get the re-tex version in New Vegas (as thats the legal one we can use). This may have interesting and/or detrimental effects on the mod - we'll have to see. After playing now for 5 or 6 hours I'm seeing that even though only 32% of the content got transferred, nearly All of the common objects made that cut. There will definitely be things missing, and it will be much better for those involved if we use the Fo3 GECK and strip-out/change-out as much of the objects Not being transferred as possible.

I plan to use my SharedAssets anolysis data exactly for this starting this weekend, so that should we be able to transfer mods one day, I would rather not have to worry about loosing content. That will of course take Way too long with my mod, so I figure if I can at least replace the structural pieces (walls, floors, ceilings, etc), then even if other things don't make it, the basic structure is still there and that will make it easier to debug/add replacement stuff to afterward.

The quest records make me nervous though - my one completed quest is moderate in size (195 users, ~100 stages) but is not particularly remarkable beyond that. I don't use any of the Fo3 NPCs or Fo3-specific content, and the stuff I load are renamed/custom items that are definitely still there. There is something else about Quest records from Fo3 that FNV doesn't enjoy..
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Wed Aug 26, 2009 7:39 am

Some of the content (meshes, textures etc.) may have been licensed from third parties for use in FO3, or done on contract for FO3 and FO3 only.


Any work an employee or contractor creates for a company (as it would be the case for meshes, textures, animations, scripts for a game) becomes the intellectual property of the company, not the creator.
User avatar
Miss Hayley
 
Posts: 3414
Joined: Tue Jun 27, 2006 2:31 am

Post » Wed Aug 26, 2009 8:24 am

That is not always the case, SystemShock. With contracted work, it depends upon what the actual contract terms state.
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Tue Aug 25, 2009 8:37 pm


Pretty sure all the content you use needs to be within the game's Data folder, so you'd instead need to have the user copy the files across.

actually no you dont. there are a few mods on nexus right now that are just ESP files that look at fo3s directory for whatever fo3 mesh being used in the NV mod file. there is a mod on nexus that gives you the zeta DLC stuff but its only a ESP file no meshes needed to be moved.
User avatar
Tamara Dost
 
Posts: 3445
Joined: Mon Mar 12, 2007 12:20 pm

Post » Tue Aug 25, 2009 8:46 pm

ok here is another question. since we cant upload and directly convert mods that we dont have permission to use from fo3 can we make a NV esp file read the models from a fo3 mod but the person has to go to fo3nexus to dl the models from said mod?

for example lets say toxas stalker stuff is on fo3 nexus but since we dont have his consent on uploading his mod to nv nexus can we make people download the fo3 mod for the models BUT make and upload a custom esp file to NVnexus to add the models into the game?

and yes the original mod maker would be credited in case anyone was wondering.
User avatar
Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Wed Aug 26, 2009 8:22 am

Here is how you do this.

You make a FoNV mod with a little train car, and a track headed east.

You make a FO3 mod with a similar little train car, and a track headed west.

You make the FoNV mod so that, the player gets into the car, and says to travel. And then, it pops up a message box telling him to exit the game, and to load up Fallout 3.

You do the same thing with the FO3 mod.

Then, you can travel back and forth!!!!!!!

...... Yeahhhhhhhhh I know this isn't what you MEANT but...... I don't even know where to start with how troublesome this task would be, and potentially unrewarding (in that it wouldn't end with a result you're happy with).
User avatar
Craig Martin
 
Posts: 3395
Joined: Wed Jun 06, 2007 4:25 pm

Post » Wed Aug 26, 2009 5:51 am

ok here is another question. since we cant upload and directly convert mods that we dont have permission to use from fo3 can we make a NV esp file read the models from a fo3 mod but the person has to go to fo3nexus to dl the models from said mod?

for example lets say toxas stalker stuff is on fo3 nexus but since we dont have his consent on uploading his mod to nv nexus can we make people download the fo3 mod for the models BUT make and upload a custom esp file to NVnexus to add the models into the game?

and yes the original mod maker would be credited in case anyone was wondering.


I think I see what you mean.

You'd make the .esp but refuse to distribute the original author's .bsa/mesh/texture data.

I see nothing which anyone has any business complaining about in doing that.
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Wed Aug 26, 2009 5:24 am

I think I see what you mean.

You'd make the .esp but refuse to distribute the original author's .bsa/mesh/texture data.

I see nothing which anyone has any business complaining about in doing that.


exactly! the models wont be reuploaded to NVnexus. it would be just a custom esp file that would add the models ingame.
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Tue Aug 25, 2009 10:08 pm

In conversion-related news:

I conducted a little side-teseting to see if I could create a small/simple house mod in the Fallout3 GECK and see if I could get it to convert to Fallout: New Vegas format - to my surprise I was successful! What I did:

1. Created the house mod in the Fallout3 GECK and test it, works fine in Fallout3. Very simple using only items on the Shared Assets list between both games.

2. I then loaded that into Fo3Edit, changed the master from Fallout3.esm to FalloutNV.esm and saved - no issues here.

3. I copied the MiaxTestHouse.esp plug-in to the New Vegas Data directory and loaded it into the http://www.newvegasnexus.com/imageshare/images/899612-1288113126.jpg without any errors or issues. Everything renders good in the NV-GECK as well ashttp://www.newvegasnexus.com/imageshare/images/899612-1288114122.jpg

This made my day, it means that at the most fundamental level I can transfer all of my "structural" bits from Fo3 to FNV without issue, or at least that its possible. Thats the most important thing to me is getting the position and orientation of all the objects as well as the navmeshes to preserve through the transfer. They do, and this is a good start, gives me hope for the more complex bits.

I do know from trying to bring over my entire airport that the NV-GECK crashes during load-up, so I have to figure out what is causing it indigestion. My goal is to try and isolate the problem form tyeps thats prevent outright conversion, and I suspect there are quite a few. Quests I suspect are going to be a no-go on transfer as I see major projectile vomit in NVEdit on the Quest records. Still Oscuro warned us about certain form tyeps causing memory problems if we try to convert them, so I figure it will be useful information to know what will and wont come across in directly in a transfer. My assumption is that as long as we get a clean transfer over and can load it into the NV-GECK and then Save successfully, that may be enough for most form types.

We'll see, I'm going to see if I can strip down alot of the more complex form types out of the cells and try it that way.

Miax
User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Wed Aug 26, 2009 12:13 am

snip
I do know from trying to bring over my entire airport that the NV-GECK crashes during load-up,Miax
snip


Is there anyway you can use one of the airports in NV and put your stuff in there?...............I sound soooooo dumb :facepalm: , well I can admit I am a total GECK amateur.
User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Wed Aug 26, 2009 2:47 am

Is there anyway you can use one of the airports in NV and put your stuff in there?...............I sound soooooo dumb :facepalm: , well I can admit I am a total GECK amateur.


Oh yeah thats my plan actually. I have re-named it twice now, from Dulles International to North Las Vegas Airport to Skyhaven Airport (which was the original name of the North Las Vegas airport and wouldn't present any lawsuit problems from the name). Having done it twice now I have all the sign, box, poster and billboard templates ready in a convenient way so that I can change it again if needs-be.

The place I'm thinking about right now is SearchLight Airport in the south, which has a small runway and buildings but no interiors - almost ready-made for someone to come and flesh-out. Being in the south is a good location as I had Dulles linked south of Andale in Fo3, so its almost the same map location. Its an exciting day for me, as no matter what else that I end up not being able to transfer over, I now know that Static objects with custom content (a custom poster I made) survived the transfer from Fo3 to FNV successfully and works in-game. :) As mentioned I don't yet know which form types are incompatible out of the box between the GECKs, but I have 3 or so dozen different form types in my mod and I plan to find out which are incompatible by process of elimination tonight.

And your not a GECK amateur anymore dude, only I hold that title in these forums Thank you very much! :P

Miax
User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Wed Aug 26, 2009 5:19 am

Mods that use any Vanilla FO3 content, or any program that will put FO3 content (if installed) into working condition for New Vegas, is a breach of copyright as far as Bethesda is concerned. They made that very clear with the Morroblivion effort.

Shared assets obviously aren't a problem, but you can't import anything from F3 to NV for anything other than personal use unfortunately. Esp files that let you access F3 DLC content in New Vegas will be short lived if Bethesda hears too much about them.
User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Tue Aug 25, 2009 10:58 pm

a real shame that you can't convert not existing material. :( :dead:
It would be so great to get the Power & Tesla Armor of Remnants in Fallout 3

I hope my dreams come true..... in twenty years^^ :fallout:
or I get the enlightenment^^

But it would be great to see many content or ideas from FO3 in FNV.

regrads
User avatar
Chase McAbee
 
Posts: 3315
Joined: Sat Sep 08, 2007 5:59 am

Post » Tue Aug 25, 2009 11:53 pm

Oh yeah thats my plan actually. I have re-named it twice now, from Dulles International to North Las Vegas Airport to Skyhaven Airport (which was the original name of the North Las Vegas airport and wouldn't present any lawsuit problems from the name). Having done it twice now I have all the sign, box, poster and billboard templates ready in a convenient way so that I can change it again if needs-be.

The place I'm thinking about right now is SearchLight Airport in the south, which has a small runway and buildings but no interiors - almost ready-made for someone to come and flesh-out. Being in the south is a good location as I had Dulles linked south of Andale in Fo3, so its almost the same map location. Its an exciting day for me, as no matter what else that I end up not being able to transfer over, I now know that Static objects with custom content (a custom poster I made) survived the transfer from Fo3 to FNV successfully and works in-game. :) As mentioned I don't yet know which form types are incompatible out of the box between the GECKs, but I have 3 or so dozen different form types in my mod and I plan to find out which are incompatible by process of elimination tonight.

And your not a GECK amateur anymore dude, only I hold that title in these forums Thank you very much! :P

Miax

Your to generous :blush2: and think WAY to little of your skill bro, but thank you my friend. I stumbled across the SearchLight Airport not long ago and was disappointed in the extreme barrenness of the place.
User avatar
jodie
 
Posts: 3494
Joined: Wed Jun 14, 2006 8:42 pm

Post » Tue Aug 25, 2009 11:12 pm

Mods that use any Vanilla FO3 content, or any program that will put FO3 content (if installed) into working condition for New Vegas, is a breach of copyright as far as Bethesda is concerned. They made that very clear with the Morroblivion effort.

Shared assets obviously aren't a problem, but you can't import anything from F3 to NV for anything other than personal use unfortunately. Esp files that let you access F3 DLC content in New Vegas will be short lived if Bethesda hears too much about them.


i dont see how. if i already own a copy of fo3 and a nv esp looks at my fo3 folder for the models OR the mod ask that i copy my fo3 files over to nv i dont see the issue since no assets are being distributed.
User avatar
Dylan Markese
 
Posts: 3513
Joined: Sat Dec 01, 2007 11:58 am

Post » Tue Aug 25, 2009 8:24 pm

i dont see how. if i already own a copy of fo3 and a nv esp looks at my fo3 folder for the models i dont see the issue since no assets are being distributed.
That's because the issue is not copyright, it's licensing. As I've already said.
The problem is not copying resources on a personal level, it's encouraging others to do so in a public forum associated with Bethesda.

For example: Let's say Bethesda license the texture "Hardwood (Dark) #73" from Texture Databank Firm for use in FO3, and use it on a table. The content is licensed only for use in FO3; they are not allowed to use it in any of their other games without paying an additional licensing fee. Now I copy the Wooden Table assets across from FO3 to FO:NV. Beth don't know or approve of this so the licensor has no issue with them, I'm not breaking copyright myself, so nothing happens.

Then I make a program that copies the Wooden Table across, or an esp that uses it, or a tutorial for how to use it- that's a statement out there in the public domain saying "Use content licensed for this game only in that game!". And I discuss it on gamesas's official forums, and host the files on Nexus, the unofficial-official mod site. Bethesda now have statements on their sites and on sites very strongly associated with their company that content should be used outside the terms of its license, so Texture Databank Firm can come up to them and demand extra money; Beth's effectively okaying the use of that licensed texture in another one of their games. We, as users, aren't committing any crimes but Bethesda is liable for breach of license for appearing to condone our actions.

So they ban discussion of it on their forums, and request it be taken down off Nexus, and it is. And the whole business continues whirring away in the background, safely distanced from Bethesda- because legally that's all that's required, acts to show that Bethesda does not approve of what's happening. No charges as no crimes are occuring, no cease and desists are issued, nothing. Morroblivion is still in development to this day on obscure french sites, utterly unmolested- not one person involved in Morroblivion has ever been emailed by Bethesda requesting they stop. No negative contact in the slightest. They've simply been distanced from the public face of Bethesda to prevent liabilities.

TL;DR nobody will read this because facts are boring
Very long post because this has come up so many times recently.

E: And don't try and ask them what content's licensed and you can't copy, we tried that with Morroblivion and they won't give you a list, presumably because it sets a bad precedent that they'd have to prep one for every other game they made.
User avatar
Jesus Duran
 
Posts: 3444
Joined: Wed Aug 15, 2007 12:16 am

Post » Tue Aug 25, 2009 11:17 pm

That's because the issue is not copyright, it's licensing. As I've already said.
The problem is not copying resources on a personal level, it's encouraging others to do so in a public forum associated with Bethesda.

For example: Let's say Bethesda license the texture "Hardwood (Dark) #73" from Texture Databank Firm for use in FO3, and use it on a table. The content is licensed only for use in FO3; they are not allowed to use it in any of their other games without paying an additional licensing fee. Now I copy the Wooden Table assets across from FO3 to FO:NV. Beth don't know or approve of this so the licensor has no issue with them, I'm not breaking copyright myself, so nothing happens.

Then I make a program that copies the Wooden Table across, or an esp that uses it, or a tutorial for how to use it- that's a statement out there in the public domain saying "Use content licensed for this game only in that game!". And I discuss it on gamesas's official forums, and host the files on Nexus, the unofficial-official mod site. Bethesda now have statements on their sites and on sites very strongly associated with their company that content should be used outside the terms of its license, so Texture Databank Firm can come up to them and demand extra money; Beth's effectively okaying the use of that licensed texture in another one of their games. We, as users, aren't committing any crimes but Bethesda is liable for breach of license for appearing to condone our actions.

So they ban discussion of it on their forums, and request it be taken down off Nexus, and it is. And the whole business continues whirring away in the background, safely distanced from Bethesda- because legally that's all that's required, acts to show that Bethesda does not approve of what's happening. No charges as no crimes are occuring, no cease and desists are issued, nothing. Morroblivion is still in development to this day on obscure french sites, utterly unmolested- not one person involved in Morroblivion has ever been emailed by Bethesda requesting they stop. No negative contact in the slightest. They've simply been distanced from the public face of Bethesda to prevent liabilities.

TL;DR nobody will read this because facts are boring
Very long post because this has come up so many times recently.

E: And don't try and ask them what content's licensed and you can't copy, we tried that with Morroblivion and they won't give you a list, presumably because it sets a bad precedent that they'd have to prep one for every other game they made.



are they doing this now or its currently so far alright to post esp files that look for the models on nexus currently?
User avatar
Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Wed Aug 26, 2009 7:22 am

I don't mind that not all assets have been transferred to FNV. The thing is that they transferred half object groups (let me explain): Say you want to make a custom name using the blank letters FO3 had (A up to Z), well in NV you can't since you only have the letters M,A,Y,O,R which limits the words you can make. Also, lets say you want to make a new interior cell using the vault tileset and items, NV is missing alot of the items FO3 had for vaults (Control Panels, Displays to indicate which room is what, most vault items in NV are all rusted, which also limits what you can do. So that makes a half rusted, half new vault base.) I know it's not used in NV, but those items could still be there. Thought I could atleast send my mod to the NV Nexus when it would be done, well it seems it will become a personal mod then.
User avatar
matt white
 
Posts: 3444
Joined: Fri Jul 27, 2007 2:43 pm

Post » Wed Aug 26, 2009 11:45 am

I don't mind that not all assets have been transferred to FNV. The thing is that they transferred half object groups (let me explain): Say you want to make a custom name using the blank letters FO3 had (A up to Z), well in NV you can't since you only have the letters M,A,Y,O,R which limits the words you can make. Also, lets say you want to make a new interior cell using the vault tileset and items, NV is missing alot of the items FO3 had for vaults (Control Panels, Displays to indicate which room is what, most vault items in NV are all rusted, which also limits what you can do. So that makes a half rusted, half new vault base.) I know it's not used in NV, but those items could still be there. Thought I could atleast send my mod to the NV Nexus when it would be done, well it seems it will become a personal mod then.


or make the user copy over there own fo3 files or make the esp look at the fo3 folder. i have seen a few mods on nexus that work this way on nexus and they dont seemed to be banned there as long as the model/textures are NOT uploaded. beth may not like it but nexus doesnt seem to be having a issue with it as long as the fo3 asset isnt uploaded it self. un less somebody has seen other wise.
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Wed Aug 26, 2009 11:57 am

are they doing this now or its currently so far alright to post esp files that look for the models on nexus currently?
...you have utterly failed to grasp my point.
If lots of people upload mods doing it, if it becomes a common thing, they will have to take action. They will have to ask Nexus to do something about it. Reading that and then saying "But are they taking them down RIGHT NOW?" is just stupid and shows you don't seem to think about or care about what's going on more than five minutes into your immediate personal future.
User avatar
Floor Punch
 
Posts: 3568
Joined: Tue May 29, 2007 7:18 am

Post » Tue Aug 25, 2009 11:05 pm

...you have utterly failed to grasp my point.
If lots of people upload mods doing it, if it becomes a common thing, they will have to take action. They will have to ask Nexus to do something about it. Reading that and then saying "But are they taking them down RIGHT NOW?" is just stupid and shows you don't seem to think about or care about what's going on more than five minutes into your immediate personal future.


i asked because i wasnt sure it was allowed or not from beths side.
User avatar
JUDY FIGHTS
 
Posts: 3420
Joined: Fri Jun 23, 2006 4:25 am

Previous

Return to Fallout: New Vegas