- Using the FNV GECK, create a new .esp for your converted mod. Instructions for this can be found here, under "Creating your plugin" (please substitute FNV wherever you read FO3).
- Copy your new .esp into your FO3/Data folder (as though you were adding a mod to FO3).
- Open FOMM to see your list of installed mods for FO3. Note your .esp file at the bottom of the list and that it lists FalloutNV.esm as it's dependancy.
- Right click on your mod and click on "Open in TESsnip".
- Right click on the original FO3 mod to be converted and click on "Open in TESsnip"
- In the two new, smaller windows, expand both plugins by clicking the + beside their names. Note the first entry 'TES4' lists "Plugin dependancies" at the bottom (yours will list FalloutNV.esm, the original will list Fallout3.esm).
- You can now copy and paste all the entries of the ORIGINAL mod into your converted mod, except do not copy the TES4 entry.
- You should also ignore the following as they are game specific: GRUP (CONT), GRUP (WRLD), GRUP (CELL), GRUP (DOOR), GRUP (KEYM). (There may be a couple of others, I'm not certain, hence it's best to convert only simple mods as described above).
- Save your converted mod with its unchanged 'TES4' entry and all other copied entries (excepting as described above). Close the original FO3 mod without saving any changes.
- Copy your saved mod into your FNV/Data folder.
- You may now open it in the FNV GECK and should have all related objects, scripts, effects, messages etc. By ignoring the game specific properties, we aim to avoid all the code that adds items to FO3 vendors or containers. Note that armor now uses the Damage Threshold property (DT) instead of FO3's Damage Resistance (DR). Converted items which game DR in FO3 should be modified to reflect this change.
That's it! Your converted item(s)/perk(s) should now be available in FNV, although at this point they will only be able to be playable by using the in-game console. To add them to the world or vendors, you need to use the FNV GECK as you would for a newly created mod. I hope this is useful information, even if this just serves to jumpstart other people coming up with better processes. With so many wonderful mods on fallout3nexus it would be great to enjoy them also in FNV. On point to note, the work on the original mods was done by their authors and all credit for creating it should rightly be theirs.
