Compatibility with Fallout 3

Post » Wed Aug 26, 2009 3:54 am

Can someone tell me if we can use assets/mods from Fallout 3 in F3NV? I'd like to crate a mod that would make me able to fast travel from DC to NV and back. Will this be possible?
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Stay-C
 
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Post » Wed Aug 26, 2009 6:01 am

No, you're not allowed to make a mod like that. You can't use assets from Fallout 3 and put it in New Vegas.
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Gen Daley
 
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Post » Wed Aug 26, 2009 12:48 am

No, you're not allowed to make a mod like that. You can't use assets from Fallout 3 and put it in New Vegas.

Unless said assets are included in Fallout New Vegas, of course.
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Ebou Suso
 
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Post » Tue Aug 25, 2009 8:05 pm

No, you're not allowed to make a mod like that. You can't use assets from Fallout 3 and put it in New Vegas.

What do you mean your not allowed? When did they ever say what we could and could not do with mods other than make money off of them?
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Jennifer May
 
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Post » Wed Aug 26, 2009 7:59 am

Unless said assets are included in Fallout New Vegas, of course.


Yes, if the assets are available from Fallout: New Vegas, it's fine.
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Dona BlackHeart
 
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Post » Wed Aug 26, 2009 11:01 am

There are a massive amount of assets that transferred over from Fallout3, including from all 5 of the DLCs. Some of the models and assets were Not transferred, such as Statesman Hotel assets. But Megaton assets made it.

I plan to create a comparison database table today that will compare both directory trees and identify which models/textures are in both games - it is these assets that we can continue to use in transferring mods from Fo3 to FNV (assuming its possible, we still don't know for sure - only Elminster and a few others share that level of arcane knowledge). I'm doing the legwork on the assets to assist in that effort.

The Good news is that the assets that did transfer over kept the same filename/directory - that makes things easier. Once we see the GECK we can make the critical determination of wether or not the FormIDs stayed the same on these transferred assets. If so, our hopes and dreams of transferring some of our mods to FNV will have come true.

Heres to hoping!

Miax
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Peter P Canning
 
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Post » Wed Aug 26, 2009 4:38 am

What do you mean your not allowed? When did they ever say what we could and could not do with mods other than make money off of them?

Read http://www.gamesas.com/index.php?/topic/1120439-important-forum-information/.
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P PoLlo
 
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Post » Tue Aug 25, 2009 8:39 pm

There are a massive amount of assets that transferred over from Fallout3, including from all 5 of the DLCs. Some of the models and assets were Not transferred, such as Statesman Hotel assets. But Megaton assets made it.

I plan to create a comparison database table today that will compare both directory trees and identify which models/textures are in both games - it is these assets that we can continue to use in transferring mods from Fo3 to FNV (assuming its possible, we still don't know for sure - only Elminster and a few others share that level of arcane knowledge). I'm doing the legwork on the assets to assist in that effort.

The Good news is that the assets that did transfer over kept the same filename/directory - that makes things easier. Once we see the GECK we can make the critical determination of wether or not the FormIDs stayed the same on these transferred assets. If so, our hopes and dreams of transferring some of our mods to FNV will have come true.

Heres to hoping!

Miax


Thanks Miax, I look forward to seeing this list if it can be made public
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Nuno Castro
 
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Post » Wed Aug 26, 2009 3:14 am

Yes, if the assets are available from Fallout: New Vegas, it's fine.
well, we weren't planning on putting a Washington monument in the desert..

at least I wasn't :D


There are a massive amount of assets that transferred over from Fallout3, including from all 5 of the DLCs. Some of the models and assets were Not transferred, such as Statesman Hotel assets.


But Megaton assets made it. <--- is all I really wanted to know.

I plan to create a comparison database table today that will compare both directory trees and identify which models/textures are in both games - it is these assets that we can continue to use in transferring mods from Fo3 to FNV (assuming its possible, we still don't know for sure - only Elminster and a few others share that level of arcane knowledge). I'm doing the legwork on the assets to assist in that effort.
May you wield your arcane knowledge with the fury and passion that we have come to rely on :)



The Good news is that the assets that did transfer over kept the same filename/directory - that makes things easier. Once we see the GECK we can make the critical determination of wether or not the FormIDs stayed the same on these transferred assets. If so, our hopes and dreams of transferring some of our mods to FNV will have come true.

Heres to hoping!

Miax

Thanks Miax, you're the bomb of the day :)
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Jesus Lopez
 
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Post » Tue Aug 25, 2009 10:50 pm

Thanks Miax, you're the bomb of the day :)


You are always very kind to me Andy, it is much appreciated - more than you know :)

But I have to argue this point - ElminsterEU is THE MAN of the Day - he has given us NVEdit already, on day one, even before we got the GECK. There is No Other modding tool that can say the same yet, and its one of the most important tools we have. This is a key development for us all, one that gives me great hope and encouragement. I'm still working on my bits of the tutorial updates (Justin has done more than his share and its Utterly Awesome stuff), and will have that done soon I hope. Still, as it must be said loud and proud:

Thank you Elminster!

Miax
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ZANEY82
 
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Post » Tue Aug 25, 2009 11:37 pm

Hopefully we get all these amazing tools. Cant life without FOMM and FOSE ^^.
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P PoLlo
 
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Post » Tue Aug 25, 2009 8:43 pm

You are always very kind to me Andy, it is much appreciated - more than you know :)

But I have to argue this point - ElminsterEU is THE MAN of the Day - he has given us NVEdit already, on day one, even before we got the GECK. There is No Other modding tool that can say the same yet, and its one of the most important tools we have. This is a key development for us all, one that gives me great hope and encouragement. I'm still working on my bits of the tutorial updates (Justin has done more than his share and its Utterly Awesome stuff), and will have that done soon I hope. Still, as it must be said loud and proud:

Thank you Elminster!

Miax
This is true. Very much so.

Okay, you've been demoted.

Elminster, buddy, pal, friend-o-mine, bearer of my love children if we swung that way -I don't, just so you know...

Thanks.

Now all I need is a Friday, no kid for a week or so, and lots of coffee....
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Love iz not
 
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Post » Wed Aug 26, 2009 6:17 am

can we use anims (like reload anims) from fo3 or animation skellitons or no?
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Ice Fire
 
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Post » Wed Aug 26, 2009 2:48 am

The skeletons are close enough that yes, it is possible.
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Chantel Hopkin
 
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Post » Wed Aug 26, 2009 2:24 am

so is there a list of models that are NOT usable in FONV from Fo3?
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Tyrone Haywood
 
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Post » Tue Aug 25, 2009 8:15 pm

can we use anims (like reload anims) from fo3 or animation skellitons or no?


You should not do this as Obsid has said multiple times that they re-did quite a few anims and its going to be very hard to determine exactly which anims changed and which did not -> altough whatever Fo3 reload your wanting most likely has an alternate in FONV that would be acceptable.
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StunnaLiike FiiFii
 
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Post » Wed Aug 26, 2009 12:29 am

There are a massive amount of assets that transferred over from Fallout3, including from all 5 of the DLCs. Some of the models and assets were Not transferred, such as Statesman Hotel assets. But Megaton assets made it.

I plan to create a comparison database table today that will compare both directory trees and identify which models/textures are in both games - it is these assets that we can continue to use in transferring mods from Fo3 to FNV (assuming its possible, we still don't know for sure - only Elminster and a few others share that level of arcane knowledge). I'm doing the legwork on the assets to assist in that effort.

The Good news is that the assets that did transfer over kept the same filename/directory - that makes things easier. Once we see the GECK we can make the critical determination of wether or not the FormIDs stayed the same on these transferred assets. If so, our hopes and dreams of transferring some of our mods to FNV will have come true.

Heres to hoping!

Miax



There are also a bunch of FO3 meshes with mere retexs...
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Neil
 
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Post » Wed Aug 26, 2009 6:14 am

What do you mean your not allowed? When did they ever say what we could and could not do with mods other than make money off of them?



The Bethesda police will go to your house and take you down!

FO3 and FNV are both Bethesda's IPs, so that stuff about copyrights is bogus. They don't want you to use assets from FO3 (or Oblivion for that matter) because they feel you are "giving the other game away" without the people getting the mod paying for it..
Shortsighted, if you ask me, as mods are what have kept Morrowind, Oblivion, FO3 alive for years, and mods are a great part of the success in sales of FNV.

Myself, I got a whole bunch of stuff from Oblivion in FO3.

Not to mention, FNV has a LOT of FO3 meshes, some straight up, some just retextured, some with a couple polygons added... FNV feels more like a huge mod than a different game, I think.
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louise fortin
 
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Post » Tue Aug 25, 2009 8:20 pm

swapping should work, but prepare for complications.

Regarding rights and wrongs, if you have Fallout 3 and FalloutNV installed on your machine, and want to swap around anim folders, meshes, whatever, no-one can stop you, knock yourself out. However, if you want to package up say... Chinese Stealth Suit from FO3, and make it as a mod for FNV then no, you can't do that (unless, has been explained, the mesh is already in FNV anyway, in which case all you are do is pointing to it)
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Sweet Blighty
 
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Post » Wed Aug 26, 2009 11:56 am

swapping should work, but prepare for complications.

Regarding rights and wrongs, if you have Fallout 3 and FalloutNV installed on your machine, and want to swap around anim folders, meshes, whatever, no-one can stop you, knock yourself out. However, if you want to package up say... Chinese Stealth Suit from FO3, and make it as a mod for FNV then no, you can't do that (unless, has been explained, the mesh is already in FNV anyway, in which case all you are do is pointing to it)


hmm then couldnt a NV mod that required whatever mesh that was in fo3 (that wasnt ported by obsidian) require a user to have fo3 installed just to use THAT mesh by pointing to it?
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Pat RiMsey
 
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Post » Wed Aug 26, 2009 2:29 am

FO3 and FNV are both Bethesda's IPs, so that stuff about copyrights is bogus.
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. Allowing/encouraging people to redistribute that content for use in other games would be a breach of license.
Plus, let's not delude ourselves here; mods play no part in the console sales figures, and they'll be vast.

hmm then couldnt a NV mod that required whatever mesh that was in fo3 (that wasnt ported by obsidian) require a user to have fo3 installed just to use THAT mesh by pointing to it?
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.
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Rachel Eloise Getoutofmyface
 
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Post » Wed Aug 26, 2009 9:10 am

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.
That part is pretty easy to solve. It would be possible to write a small program that, when started, automatically finds the FO3 and FNV data folders and creates new BSA(s) in the FNV folder containing only the files from the FO3 BSA's which are not present in the already existing FNV BSA's. This would require people to have both FO3 and FNV installed on their computer. The assets themselves would never be distributed.
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Kayla Bee
 
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Post » Tue Aug 25, 2009 10:05 pm

Sounds like a good idea, although Morroblivion did that and Beth leaned to have it taken off Nexus- it wasn't banned/cease-and-desisted, but presumably if they're seen to be encouraging its use they'd run into problems. I'd guess it has to have a primary purpose other than 'Enables users to copy licensed material' to fly.
Designing it as something intended for porting mod assets primarily might do it- if you were planning on making a FO3->NV mod porter I'm sure it'd be an acceptable side-effect if it could be used to port vanilla content.
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Danii Brown
 
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Post » Wed Aug 26, 2009 10:26 am

Designing it as something intended for porting mod assets primarily might do it- if you were planning on making a FO3->NV mod porter I'm sure it'd be an acceptable side-effect if it could be used to port vanilla content.


Well, yes. Once I have FNVEdit fully supporting the NV record definitions I plan to look into the possibility of automatically or at least semi automatically allowing porting mods from FO3 to FNV.
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A Boy called Marilyn
 
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Post » Wed Aug 26, 2009 12:19 pm

You should not do this as Obsid has said multiple times that they re-did quite a few anims and its going to be very hard to determine exactly which anims changed and which did not -> altough whatever Fo3 reload your wanting most likely has an alternate in FONV that would be acceptable.
I just fixed up support for WEAP records in FNVEdit, and a lot of the animation numbers for attack animations / handgrip animations and so on have changed.
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April D. F
 
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