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FNV Edit Series - Converting FO3 Mods

General modding guides and authoring tutorials.
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RoyBatty
Gary
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You need to have proof of

Post by RoyBatty » Fri Nov 17, 2017 4:42 am

You need to have proof of permission from the original authors to upload conversions.


Most NV mods will work just fine, but they may not have all their items in DC. A very few are incompatible due to either reusing Fallout 3 forms or deleting them.


Some mods like readius lack the proper scripting needed to work in Fallout 3.


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Nostalgia
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Thanks! I love FO3 and NV.

Post by Nostalgia » Fri Nov 17, 2017 6:27 pm

Thanks! I love FO3 and NV. Played FO4 and just won't play it anymore for various reasons(cell reset bug for one). What do you do on mods that are no longer supported by anyone? Whose permission can you get then? Say I PM an author and get no reply, can I still upload a conversion after a certain amount of time?


PS; I noticed some meshes are missing from a mod I did last night. I believe they were custom meshes and maybe got screwed up in the GECK? Is there a way to fix this?


Also want to ask if it is safe to clean these mods master list after conversion?


 



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RoyBatty
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If the author is no longer

Post by RoyBatty » Sat Nov 18, 2017 1:06 am

If the author is no longer reachable, I'm afraid there's nothing which can be done there.


broken models are common in Fallout 3 mods, NV is more touchy about them. Fixing them is beyond the scope of this article and anything I can explain.


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Nostalgia
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I have converted about 5 mods

Post by Nostalgia » Thu Nov 23, 2017 2:34 am

I have converted about 5 mods so far ranging from a large quest mod to a custom voiced follower mod. I have one problem with the custom voice actors having neither sound or lip movement. The files are in the sound folder and just not being used for some reason. I have searched and can find no info. Can I fix this?


One other question I have is when converting large quest mods- what are some common problems that need additional work? Aside from missing voices from npcs/followers? Is the conversion process you outline in the video all that is needed? Or are there additional steps for more complicated mods? The quest mod I converted has about 80 scripts for instance.



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RoyBatty
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Scripts, navmeshes, making

Post by RoyBatty » Thu Nov 23, 2017 4:11 am

Scripts, navmeshes, making sure any included assets actually work in the engine without making it crash, lod, converting the mods to esm if they have navmeshes which also involves making sure NPCs, activators, scripted references and referenced objects are persistent so they work in an esm. It's been awhile since I converted stuff, so this is all I can remember off hand.


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BelGarion
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Alright, I am using FNVEdit 3

Post by BelGarion » Wed Jan 24, 2018 6:07 am

Alright, I am using FNVEdit 3.1.1 and I think I some how broke it. Not sure entirely how. Everything on the left, the plugins and all that, work fine, the right pane is what's broken. Nothing shows up when I click on "File Header" or any of the other entries. O.o What did I break? O.o Otherwise I blindly converted Jessi and I think I got it right but not entirely sure. Oh! Need to post this under bugs. The TTW conversion set Gun Runners Arsenal as a Master for Fallout3.esm, in your video you said none of the Couriers Stash mods were needed. 



GrantSP
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In the right hand pane invoke

Post by GrantSP » Wed Jan 24, 2018 7:46 am

In the right hand pane invoke the context menu by right-click and then uncheck "Hide no conflict rows".



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Risewild
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BelGarion wrote:

Post by Risewild » Wed Jan 24, 2018 7:48 am

[quote=BelGarion]


The TTW conversion set Gun Runners Arsenal as a Master for Fallout3.esm, in your video you said none of the Couriers Stash mods were needed. 


[/quote]


That's because Gun Runners Arsenal is a master for TTW and is not a part of Couriers Stash.


The Couriers Stash only includes: Caravan Pack, Classic Pack, Mercenary Pack and Tribal Pack. Gun Runners Arsenal is a different DLC/add-on (whatever you want to call it), and you need it for TTW.


 


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BelGarion
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Hallelujah! That fixed it!

Post by BelGarion » Wed Jan 24, 2018 8:27 am

Hallelujah! That fixed it! Thanks Grant! 


GRA is an official non Stash mod? Weird, well, just goes to show how the memory goes when you don't touch a game for years, I thought it was apart of the Stash. O.o Alrighty. Cool! Thanks! 



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RoyBatty
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FNVEdit 3.1.1 is ancient,

Post by RoyBatty » Thu Jan 25, 2018 2:42 am

FNVEdit 3.1.1 is ancient, update


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