New Vegas mod for Fallout 3

Post » Wed Aug 25, 2010 11:13 pm

Are there any mods out there that add any new vegas stuff to fallout 3
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Mariaa EM.
 
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Post » Wed Aug 25, 2010 4:29 pm

There is a big total conversion mod due to be released in October.
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Anthony Santillan
 
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Post » Wed Aug 25, 2010 8:39 am

There won't be. Except if you mean something similar, which would enable you to get the hardcoe mode if you chose FWE with slightly easier settings as your overhaul mod.
There is a big total conversion mod due to be released in October.

:lmao:
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Harry-James Payne
 
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Post » Thu Aug 26, 2010 12:13 am

Well, we have no idea what will actually be in NV, except for what we've seen in previews, so no.
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QuinDINGDONGcey
 
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Post » Wed Aug 25, 2010 12:41 pm

Are there any mods out there that add any new vegas stuff to fallout 3

If there will be, it will be stuff made in Fallout 3. Gstaff has already replied in a FNV GECK thread about using content from one game to the other.

Moderators,

GREAT news about the release of the NV-GECK! :) It would seem our GECKulation has paid-off in the positive!

Now that we know the GECK is going to be shipping with NV and it's no longer a secret, could we get a ruling on whether or not we will be able to use Fallout 3 content with the NV GECK? (i.e. mixing and matching NV and Fo3 content for our mods?) Or will there be a hard line between Fo3 content and NV content similar to how Oblivion and Fo3 have a hard line?

Also, would there be any problem with us porting our Fallout3 mods over to using the NV-GECK?

Thanks!

Miax


Our policy remains the same as before. You're not allowed to mod content in a game with content from other games -- including our own games, and including Fallout 3.

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abi
 
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Post » Wed Aug 25, 2010 3:11 pm

There won't be. Except if you mean something similar, which would enable you to get the hardcoe mode if you chose FWE with slightly easier settings as your overhaul mod.

:lmao:


Thats exactly what i mean
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sarah
 
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Post » Wed Aug 25, 2010 2:31 pm

There is a big total conversion mod due to be released in October.

I hear the mod they are releasing in October is so good, you would think you were playing New Vegas!
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helen buchan
 
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Post » Wed Aug 25, 2010 6:30 pm

There is a big total conversion mod due to be released in October.


You rock.
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Aliish Sheldonn
 
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Post » Wed Aug 25, 2010 9:59 am

I hear the mod they are releasing in October is so good, you would think you were playing New Vegas!

Who are "they"? Who says the mod is "so good" four months before it MAY be finished? How can you possibly know what playing New Vegas is like? Are you familiar with the word hyperbole?
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Lexy Corpsey
 
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Post » Wed Aug 25, 2010 1:23 pm

Who are "they"? Who says the mod is "so good" four months before it MAY be finished? How can you possibly know what playing New Vegas is like? Are you familiar with the word hyperbole?

WOOOOOOOOOOOOOSH

(Fallout: New Vegas is the New Vegas mod being released in October.)
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james tait
 
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Post » Wed Aug 25, 2010 11:32 am

WOOOOOOOOOOOOOSH

The sound of something passing overhead.
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Eileen Müller
 
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Post » Wed Aug 25, 2010 12:17 pm

Who are "they"? Who says the mod is "so good" four months before it MAY be finished? How can you possibly know what playing New Vegas is like? Are you familiar with the word hyperbole?


Bwahahaha! Nnnnnneow! Bad Penney, think about it.
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OnlyDumazzapplyhere
 
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Post » Wed Aug 25, 2010 3:04 pm

Who are "they"? Who says the mod is "so good" four months before it MAY be finished? How can you possibly know what playing New Vegas is like? Are you familiar with the word hyperbole?

:facepalm:
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Tina Tupou
 
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Post » Wed Aug 25, 2010 11:03 am

What some people apparently call "a total conversion mod" it seems that others might call "a new game".
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quinnnn
 
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Post » Wed Aug 25, 2010 4:23 pm

What some people apparently call "a total conversion mod" it seems that others might call "a new game".
I thought 4 posts pointing out you'd missed the joke was a bit excessive, but you still haven't got it. This sets bold new standards for obliviousness.
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Wayne Cole
 
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Post » Wed Aug 25, 2010 10:11 pm

I thought 4 posts pointing out you'd missed the joke was a bit excessive, but you still haven't got it. This sets bold new standards for obliviousness.

Fallout: New Vegas is the New Vegas mod being released in October.

Well there is one piece of (possibly) useful information among the derision and self satisfied mockery that I received for asking a few pointed questions. If there was actually a fan-made total conversion mod that people are avidly anticipating then I would like to know about it. If "the joke" is that I am out of the loop then well, the loop is such a vicious circle, isn't it? But if the joke is that the thread veered away from the OP's question about fan-made Fallout 3 mods including New Vegas content into posts that were referring to Fallout: New Vegas as an overhaul mod rather than a new game, then maybe I have set "bold new standards for obliviousness". Or maybe "the joke" didn't make me laugh. Nobody said anything funny. Except for me. Several people laughed at me.

The burden of clear communication falls onto the back of the writer, since it is hardly the reader's intelligence that is called into question should a collection of ambiguous statements and misnomers be difficult to understand, or if a joke isn't funny. But then this is a gamer's forum and not a writer's forum, isn't it? So I am grateful when at least the posts are not written in leet, even if the attitude remains.

And if the joke is "none of the above" then I can only graciously accept another scalding at the hands of my betters, who are kind enough to let me know that I am undeserving of enlightenment. The truth is: all of those "Slow Children" signs are there to warn you about me, so for me to get the joke... it definitely has to be funny.
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Blackdrak
 
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Post » Wed Aug 25, 2010 11:12 am

The joke is that a New Vegas mod is a silly idea because New Vegas is coming out, they would both be the same thing. That's it. Simple, well delivered (by Echo), entertaining.
You can try and pull the 'above it all' act to save face, but it's not classy.

(Sidenote: Go into a writer's forum and complain about humour using misnomers and ambiguity and see how far that gets you)
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james tait
 
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Post » Thu Aug 26, 2010 12:39 am

Thanks for the update Talaran! I had missed that response in the NV forums (albiet the response was days later, I must not have checked hard enough!).

Tis a bummer that we can't mix and match content between the two - I wonder how easy or hard it will be to convert mods from one to the other (obviously the FormIDs will all be different, but curious as to what-else has changed). Some of the same models and artwork have been re-used in NV, so I'm betting that for these common objects it would just be a FormID swap to the NV-version - just so long as NV has a version of that model. For any model that does not exist in NV, those would clearly have to go and be replaced by an equivalent from the NV object database or something hand-made.

I suppose for that one we'll have to wait for the real McCoy and dig into the file formats to see, but I'm hoping that this kind of conversion is possible (albiet complex). Hmmmmm. I may try to entice Elminster into making such a tool for NV (though he may want some Benjamins to do it this time). If not I may build the converter myself, depending on how feasible it is once we have the file formats to stare-and-compare. For many mods this "conversion" will not make any sense, but for completed cells (just areas), it should be possible Assuming its something worthwhile to do. We may get NV and laungh at it's object database by comparison to Fo3's million+ references, but it would sure be nice to migrate what I'm doing into the new engine. :)

We'll see! What are all these planes flying around? It sounds like Hethrow in here today. ;)

Miax
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Solène We
 
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Post » Wed Aug 25, 2010 12:09 pm

Thanks for the update Talaran! I had missed that response in the NV forums (albiet the response was days later, I must not have checked hard enough!).

Tis a bummer that we can't mix and match content between the two - I wonder how easy or hard it will be to convert mods from one to the other (obviously the FormIDs will all be different, but curious as to what-else has changed). Some of the same models and artwork have been re-used in NV, so I'm betting that for these common objects it would just be a FormID swap to the NV-version - just so long as NV has a version of that model. For any model that does not exist in NV, those would clearly have to go and be replaced by an equivalent from the NV object database or something hand-made.

I suppose for that one we'll have to wait for the real McCoy and dig into the file formats to see, but I'm hoping that this kind of conversion is possible (albiet complex). Hmmmmm. I may try to entice Elminster into making such a tool for NV (though he may want some Benjamins to do it this time). If not I may build the converter myself, depending on how feasible it is once we have the file formats to stare-and-compare. For many mods this "conversion" will not make any sense, but for completed cells (just areas), it should be possible Assuming its something worthwhile to do. We may get NV and laungh at it's object database by comparison to Fo3's million+ references, but it would sure be nice to migrate what I'm doing into the new engine. :)

We'll see! What are all these planes flying around? It sounds like Hethrow in here today. ;)

Miax

As the devs have said, it's against the rules to take anything from Fallout 3 and put it into New Vegas, and vice-versa. As far as copyright is concerned, they are 2 different games, even if the same company made them.

As far as mods are concerned, I'm fairly sure conversion would be too difficult to worry about.
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Add Meeh
 
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Post » Wed Aug 25, 2010 2:42 pm

As far as mods are concerned, I'm fairly sure conversion would be too difficult to worry about.


Not really! If I take my mods as example.

The main part of most of my FO3 mods are scripts and I assume/hope these are easy to convert. Also my own modells (not edited ones) should be convertible for NV. So if there is no system for following slaves in NV FNNCQ maybe makes a reappearance. (Inside joke: David would love to see new hunting grounds he doesn't comes out very often of his 'Pet Shop' and can't wait to meet his 'roman' friends ;) ).

Also I think that Iguanas would fit very well in the desert. But here I have to see if something like a molerat exists in NV.

Surely not automated with a utility but I think the conversion of my mods doesn't take much effort for me.

About automation: It's surely no problem if someone makes a tool that allows you to play FO3 with the NV engine if you have both games installed. They are your games and you should play with them as you like. As long as this tool doesn't contain any original resources and isn't talked about here (Morro... ;) )
But it is clear that no resources are allowed to be published from a game which they aren't meant for. I think it's the same situation as with the FO3 DLCs.
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Eilidh Brian
 
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Post » Wed Aug 25, 2010 3:09 pm

sesom is correct, you misread or mis-understood what I was saying Ivan. The intent of my post is that some of our mods Will be convertable Into the New Vegas version of the game engine/content without using any Fo3 resources. Stuff that we make ourselves we can put into any game, just so long as there are No resources from any other game companies content in that game. In many cases this will not be possible, realistic or desirable given the differences between the work - and we wont know how different things are until we get New Vegas and can examine the file formats and object databases. The obvious attraction is that for content we created on our own, porting that into New Vegas has great appeal in some cases. For cells that we built its more difficult as no Fo3 assets can be used, but New Vegas has some of the same assets (a simple example: the trash cans are the same from the videos I've seen), and those we can swap out for their version Depending on how many assets we're going to get in the NV database.

We'll see!

Miax
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Leilene Nessel
 
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Post » Wed Aug 25, 2010 9:17 pm

Hi everyone :)

I've seen at least one exact copy of an interior cell ported to NV by obsidian. Uhmm.., hang on.. smallindustrialinterior -the ones with the corregated walls and ceiling. usually the loading dock areas..

Also in a vid a lot of the city tiles are exactly the same. sidewalks, streets. I'll bet something dear that tiles like large industrial, shack interior and such will be bought and paid for when Obsidian lisenced the engine, the geck, and most likely the entire tile set.
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adame
 
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Post » Wed Aug 25, 2010 3:57 pm

Hi everyone :)

I've seen at least one exact copy of an interior cell ported to NV by obsidian. Uhmm.., hang on.. smallindustrialinterior -the ones with the corregated walls and ceiling. usually the loading dock areas..

Also in a vid a lot of the city tiles are exactly the same. sidewalks, streets. I'll bet something dear that tiles like large industrial, shack interior and such will be bought and paid for when Obsidian lisenced the engine, the geck, and most likely the entire tile set.


Do you really think Obsidian would make a tooootally new game, based in the same universe, using the same engine, and not use textures and models used in a game two years ago?

They were too busy to make everything new because they were so busy making that spy game...oh...wait...Maybe they should invest time in one game at a time.
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Nick Swan
 
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Post » Wed Aug 25, 2010 11:35 pm

Well I bet this rule/law they cite does not apply to them, the creators of both games. Only to those seeking to third party mod the games.
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Pawel Platek
 
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Post » Thu Aug 26, 2010 3:02 am

Obsidian can use any bloody assets they want that they bought and paid for.

And any modder who wishes to approach Bethesda about buying assets to use in their mod is probably more than welcome to.
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Sanctum
 
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