jonas66 Posted August 28, 2014 Share Posted August 28, 2014 I've been thinking of porting my pose pack, with a bunch of new poses, over the FO3 in addition to the NV release, but there's like 200 of them all together, including mine and some I'm releasing for a friend, and it's tedious as hell to manually enter all of them in. Is there a method to use TESSnip or FNV/FO3Edit to transfer them en masse? Link to comment Share on other sites More sharing options...
RoyBatterian Posted August 28, 2014 Share Posted August 28, 2014 In Edit you can multi-select records with the standard windows keys for doing so, shift, ctrl, ctrl+shift. Copy the records into a new plugin, or an existing one. If you want to copy them into an existing plugin you'll have to add it as a master and then after selecting all the records you want, right click and select Change FormID, then check the master you want to change the load id to. I wouldn't use TESSnip for anything, it's got a lot of bugs in it that make broken records. Link to comment Share on other sites More sharing options...
llamaRCA Posted August 28, 2014 Share Posted August 28, 2014 @Royatterian - FYI - tessnip works fine in NV and FO3 and has been used for doing what jonas wants to do for a long time. That's how modders got into trouble with it in Skyrim. Modders assumed it would still work. The version that produces problems in in Skyrim. Link to comment Share on other sites More sharing options...
bethjunkie Posted August 28, 2014 Share Posted August 28, 2014 Jonas, I've successfully backported a number of mods from NV to FO3 by using TesSnip to change the master and then opening the new file in FO3Edit and changing the header version to 0.94000. Might want to open and resave it in the FO3 Geck too. I don't know that I'd want to use that method for something with complicated scripts but for item mods and poses it works. Link to comment Share on other sites More sharing options...
RoyBatterian Posted August 29, 2014 Share Posted August 29, 2014 No, it doesn't. It can and will make corrupted and partial records, and leave remnants of random stuff when you delete records. It's easy to change the master and version in Edit too, and yes it's a good idea to load it into GECK and save it to strip any remaining extra fields that 1.34 versions of GECK may add to the records. This doesn't work for ex. with weather records, but it should be OK with something simple like poses or items which don't have record differences between the versions. Link to comment Share on other sites More sharing options...
jonas66 Posted September 4, 2014 Author Share Posted September 4, 2014 Thanks for the tips. I haven't gotten around to it yet but I think I'll take the Edit approach since I'm more familiar with the program. Might also go ahead and compile some of my other mods to transfer over too, been meaning to for awhile, but such a pain to do it manually. Link to comment Share on other sites More sharing options...
jonas66 Posted September 5, 2014 Author Share Posted September 5, 2014 I got it to work using Edit. I had to first remove all NV-specific references, which in this case was one cell that I had dropped a briefcase into. I had to change the Master from FalloutNV to Fallout3, and I did have to change the version to 0.940000, but it's working. I'll be taking pics for the title and uploading to the FO3 nexus either tonight or tomorrow. Of course, I also had to delete a few things that were NV-specific resources, but most of them were in both games. Appreciate the help. Link to comment Share on other sites More sharing options...
jet4571 Posted September 16, 2014 Share Posted September 16, 2014 RoyBatterian, on 29 Aug 2014 - 10:07 AM, said:No, it doesn't. It can and will make corrupted and partial records, and leave remnants of random stuff when you delete records. Snip works fine for everything but Skyrim and the effects on Skyrim are nearly negligible all the way to a chance of becoming catastrophic and that was just Tesvsnip and not any previous version. The issue with Skyrim is the compression is different than all previous Bethesda games most likely due to the fact that they modified Gamebryo into what they call the Creation Engine. Because the compression is different Snip introduced errors that have the potential to cause a CTD. I still use a pre CK mod that I made with Tesvsnip and never had an issue with CTD's or anything else Arthmoor claims can happen and that version has nothing at all to do with Fallout's or Oblivion's version of snip. What you are claiming is like saying getting fired from your job today will make WWII end with Germany and Japan the victor. Absurd and doesn't work. Link to comment Share on other sites More sharing options...
RoyBatterian Posted September 16, 2014 Share Posted September 16, 2014 (edited) I've run across plenty of mods which are broken from TESnip. :tongue: Here's one I can remember off hand, there are others too. One is an armor mod but I can't recall which one. http://www.nexusmods.com/newvegas/mods/49379 I'd appreciate it if you don't assume I'm a moron, thanks. Edited September 16, 2014 by RoyBatterian Link to comment Share on other sites More sharing options...
jet4571 Posted September 16, 2014 Share Posted September 16, 2014 And you know without a shadow of a doubt that snip was used on that mod? Or that snip was what caused those errors and not the author causing it? Link to comment Share on other sites More sharing options...
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