F3 mods also able to vegas+

Post » Fri Feb 18, 2011 8:30 pm

Hi didnt know witch forum I should put this into. I got Fallout 3, and want to make mods. But can New Vegas players also use my mod?
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Stephanie I
 
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Post » Fri Feb 18, 2011 11:43 pm

No, you'd have to convert it over. The game wouldn't recognize FO3's esp format, there have been some changes made in the game engine. It probably wouldn't be too difficult to port it over, depending on what it is you're planning on doing. The two game are very similar, though not identical.
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Danii Brown
 
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Post » Fri Feb 18, 2011 8:40 pm

Port it how? Redo the game to New Vegas?

And would it be stupid to make F3 mods now, that New Vegas is here?
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Tarka
 
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Post » Fri Feb 18, 2011 7:08 pm

Some things in New Vegas are the same as in Fallout 3, like many game settings. I heard it's possible with some utility to change the master file dependancy from Fallout3.esm to FalloutNV.esm, so simple tweaks to that could be directly ported.

Most of the times it means remaking though. The scripting language is the same, so those kind of things you can copy from FO3 to New Vegas without having to write it from scratch.

It depends on what kind of mods you're making.

And it's not stupid to make mods for Fallout 3. It has been 8 years since the release of Morrowind (and 4 since Oblivion) and people are still modding it. :D

It's less active than the New Vegas forum right now, but there are still many people playing it. I'm playing NV now too but I will be playing Fallout 3 in the future again.
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barbara belmonte
 
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Post » Sat Feb 19, 2011 11:16 am

Ah allright :) Thanks :D

If I am doing a mod with no changing on the world itself, except it will be in new areas/continents/quests and so on, but not making new weapons etc... Will I need to learn how to code?

And possible to raise max level?
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naomi
 
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Post » Sat Feb 19, 2011 2:54 am


And would it be stupid to make F3 mods now, that New Vegas is here?


It's not stupid at all, there's still people looking for good Fallout 3 mods. Not everyone has rushed out and bought a buggy first release edition. Some of us will probably even wait until the GOTY edition comes out. Even then there'll still be a demand for Fallout 3 mods. People are still modding Morrowind even though Oblivion has been out for years. The same will happen with Fallout, especially since the two games are so close that's it's fairly easy to port most mods over to either one.
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Ash
 
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Post » Sat Feb 19, 2011 2:50 am

Very cool. I have the idea to make a big world with alot of game hours :) And going to make it quite fun too, of course.
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Charleigh Anderson
 
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Post » Sat Feb 19, 2011 2:13 am

Annoying way to create areas. You have to copy areas, delete content and make a new.... :S
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Lindsay Dunn
 
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Post » Sat Feb 19, 2011 12:31 am

Fallout: New Vegas GECK recognizes FO3 mod .esps just fine, the only caveat is that they can't be dependent on Fallout3.esm and can't have any records from any masters that they're not dependent on (including Fallout3.esm). When saving a successfully-converted FO3 mod with the FNV GECK, it'll convert it to FNV format. What I do is make a copy of the .esp, open it up in FO3Edit, and change the header to point to FalloutNV.esm, then remove any masters that won't be present in Fallout: New Vegas, and look through the records for any for which the FormID don't start with the same two digit hex number as the mod itself. It can be quite time-consuming for a large mod that changes a lot about Fallout 3, but that kind of mod doesn't easily lend itself to conversion anyway. Remember NOT to edit the original, only the copy of the .esp. Once that's done, I move the copy to the Fallout New Vegas folder, rename it to match the original that it was copied from, and either load it up in FNVEdit to make sure everything went OK. Then either pop it into the GECK to refine it further, or activate the mod and fire up the game.
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Bek Rideout
 
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