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Fallout 3 resources with New Vegas

General discussion of Tale of Two Wastelands
cjb135691
Posts: 137
Joined: Fri Nov 09, 2012 5:20 am

Fallout 3 resources with New Vegas

Post by cjb135691 » Wed Nov 21, 2012 6:25 am

I was wondering if it possible to use specific FO3 resources that were left out. Nameingly its movement mechanics for the player. I think they're a lot better than the NV ones. Then the player's voice files from 3 instead of the NV ones. Maybe its just me, but i can't help but feel that my character sometimes sounds like a 12 year old girl, rather than a adult with the New Vegas sound files.



Krux
Posts: 122
Joined: Mon Nov 12, 2012 6:48 am

everything about FO3 was

Post by Krux » Wed Nov 21, 2012 7:38 am

everything about FO3 was better. hopefully in final product, TTW will look and feel like FO3 and that FNV is more like an expansion pack of a sorts. that's us tho, idk if the dev's will take it there. just sayin...hopefully..


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cjb135691
Posts: 137
Joined: Fri Nov 09, 2012 5:20 am

For what it's worth. As a

Post by cjb135691 » Sat Dec 01, 2012 7:18 am

For what it's worth. As a update, i found for anybody that is interested in changing the player's movements from the New Vegas version to the Fallout 3 ones. Get the BNB armor replacer mod for NV and put the skeleton niff and all the kf files into your meshes characters male folder. Don't replace the female upper body niff or the coordinating niffs unless you are using the type 3 body and want the bnb version of it. Next copy all the files from the bnb locomotion folder into your NV locomotion folder, it shouldn't overwrite anything. Next copy the skeleton file from the bnb 1stperson folder into the Nv one and that should do it. those are the only files i've found from that mod that you need to achieve that effect. It appears that the author of that mod used Fallout 3 body mechanics files instead of Nv's. This shouldn't mess with any other body replacers, it only alters the default movement mechanics to the vanilla FO3 version.



alanbard
Posts: 33
Joined: Sat Sep 22, 2012 9:21 pm

several mods that I used with

Post by alanbard » Sun Dec 16, 2012 7:01 am

several mods that I used with earlier versions  of Requiem, no longer function... is the new fallout esm created out of just those items that 1.4 needs and is there any reason not to use the old fallout esm in instead?

and I suppose the old textures etc need to still be there somehow...

never mind, I can see it crashes if I switch them... some mods that worked before cause it to crash after picking the game save --- some mods don't crash but are missing enough data that they don't function.

Using the Jessi or the Cassie mod from Fo3 in requiem I was able to take companions along into Zion and lonesome road because the teleporter hats seem to work around the non-companion rule... so far in this version while the Cassie companion doesn't crash the game.. the character does not appear in rivet city to be recruited...


 


 


 



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

I've not tried Cassie, but

Post by TJ » Sun Dec 16, 2012 1:58 pm

I've not tried Cassie, but Jessi works fine with TTW. Almost every FO3 mod I've tried has worked fine with a simple change of master. Follow the instructions on this page step by step and any mod that doesn't use FOSE should work without a problem.


My project Dash is on Kickstarter!



alanbard
Posts: 33
Joined: Sat Sep 22, 2012 9:21 pm

in the middle of all this I'm

Post by alanbard » Sun Dec 16, 2012 5:22 pm

in the middle of all this I'm wondering if I should have taken the finished alpha build and made a fomod out of it. Is the possible to do and will it run in that configuration?

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I imagine most serious modders have discovered this, but I use to have problems with getting the geck to load -- crashing-hanging... I made it large memory aware and the problem went away... will open even a very long list of mods....


 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

That is what I do myself, I

Post by JaxFirehart » Sun Dec 16, 2012 6:03 pm

That is what I do myself, I use NMM but it should work either way



alanbard
Posts: 33
Joined: Sat Sep 22, 2012 9:21 pm

resetting the whole mess ---

Post by alanbard » Sun Dec 16, 2012 7:13 pm

resetting the whole mess --- taking out all mods --- etc

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but the main diff seems to be the old one I started in fo3 side and the CotW etc were the fo3 versions.... so the characters and companions would come forward into the NV side, but the current version I was running had CotWNV which doesn't have some of the stuff the companions that were fo3 mods needed 

I got the mods to not crash by editing the esm lists, but they still came up as non-functional....

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tho it's not lore friendly --- I liked the magic sewer

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personal goal is find a steam engine model to replace the diesel...

Lorewise... the presence of a functioning diesel train would imply diesel fuel and trucks etc... and refineries? but a steam train (and vehicles for that matter) imply wood or even coal which is surface mineable as a fuel source which would be very probable...

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there are preserved steam engines many places...



alanbard
Posts: 33
Joined: Sat Sep 22, 2012 9:21 pm

question...separate... I did

Post by alanbard » Sun Dec 16, 2012 7:29 pm

question...separate... I did make NewVegas large memory aware but steam refused to run it... is there anyway around this without bypassing steam?

if we use NMM are we supposed to call them "nomods"?


 



Micalov
Posts: 50
Joined: Thu Dec 13, 2012 12:51 am

If you are running NVSE, use

Post by Micalov » Sun Dec 16, 2012 9:04 pm

If you are running NVSE, use the NVSE Alternative 4 gig launcher.



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