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Type 3 armor conversion


Madae

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There are a few items from Fallout 3 that I simply cannot live without, and after the converted release of Type 3 today, I need these files.

 

What I need to know is how to change these particular files to be added to the characters inventory automatically, as well as how to change certain stats - as it is, the items are very overpowered for a new character, and maybe even for a higher level. I'd like to tone them down a bit. I'm assuming that making these changes in Fallout 3 GECK would work just as well as the NV GECK, and that there shouldn't be any compatibility issues or problems with the conversion considering it's literally the same game and engine.

 

I'm not at my computer at the moment, so it will later tonight when I attempt to do this. Any information anyone can provide so that I can get started on it right when I get home would be appreciated.

 

For the record, these were items for a Mysterious Stranger mod. The items could be equipped to a female MS, and/or added into the game and found in Burke's house in Megaton (I can't remember the full name, and it doesn't appear to be on F3Nexus - I can't confirm).

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well, as far as i know, the NV GECK would read the file just as it should, so i think you could just change the original file, though you might have to create it from scratch, i'm not sure about that

now, changing the stats of the armors is a piece of cake

you just load the file and find the armor (or create it, if you make a new file) and give the stats whatever you want (like if the armors DR was too high, you can easily change it)

 

now, to automatically add it to the player's inventory would require scripting

if you know how to script, it shouldn't be hard for you

if you don't, i could help you out with it, just ask :)

 

if you need more info, or better instructions, or have any questions, you are free to ask, and i'll do my best to answer :)

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well, as far as i know, the NV GECK would read the file just as it should, so i think you could just change the original file, though you might have to create it from scratch, i'm not sure about that

now, changing the stats of the armors is a piece of cake

you just load the file and find the armor (or create it, if you make a new file) and give the stats whatever you want (like if the armors DR was too high, you can easily change it)

 

now, to automatically add it to the player's inventory would require scripting

if you know how to script, it shouldn't be hard for you

if you don't, i could help you out with it, just ask :)

 

if you need more info, or better instructions, or have any questions, you are free to ask, and i'll do my best to answer :)

 

Awesome, thanks for the reply. :) I'm at work for another 6 hours, so it'll be late when I get out. I'll try this when I get home.

 

I will need help with the scripting process as well, but I'll save that for when I fix the files and get them ready to import. :)

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ok :)

now, just one thing that i thought about

if you want to use the existing file, you will have to remove the items from the game (if the item was placed in Fallout 3, remove it's trace, since it's not Fallout 3)

so basically use the Info, see where it is used, and manually remove it from every place, or create a new file (which should be much easier, i would say)

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Well you could use the geck to drop them into a building in the area where you are at, how i been trying out different items.

 

But speaking of armors the fo3 helmets do not seem to be oriented properly for the game to use them. They show up but they just float in air and you cannot interact with them. The new helms are up in the head area in the preview window but the, old ones when you load them are stuck in the ground of the preview window.The armors themselves are totally fine as far as i can tell, need to try the 3rd person command yet to see if they animate properly and all but can pick them up and wear them. Sofar only tried the classic power armor, since i loved that armor in fo3. and checking off power armor lets you equip it at the start.

 

Also ported one of the m41a pulse rifles into the game, minus the sounds since it seem you have to add or unpack the sound archive to add new sound files at this point and time. But hint do not select "1st person model object" else it swaps one of the games packed models into your hand when you equip it, guess that 1st person is a special model with the sights rendered and all vs the standard model which is not. BUt lacking that 1st person checked off the game will keep the default model as the held model.

 

there are additem codes in game lest there is one for caps on gf atm. not tried it been too busy digging. but if you can find the id for your item, and god it escapes me how you did that for fo3 anymore but i think it is in there somewhere, you could try the additem code to add it to your inventory in game.

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I suppose I could go about dropping them in the schoolhouse not to far from the starting point - but I would need to know how to do that as well.

 

The items I added were just various pieces of armor from a favorite mod of mine. The items have been added and have their own esp, I just need to figure out how to get them in there and test it.

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I suppose I could go about dropping them in the schoolhouse not to far from the starting point - but I would need to know how to do that as well.

 

The items I added were just various pieces of armor from a favorite mod of mine. The items have been added and have their own esp, I just need to figure out how to get them in there and test it.

 

the additem code works i just tried it.

 

player.additem XXXXXXXX #

xxx being the item id and the # being the number of items.

 

you can get the ids by opening up the geck in the main asset window and right click on armor, armor, item, or whatever and selecting the "open floating form list" that will display the numbers the game uses to id things within the game.

 

and yea fo3 hats are messed if you cheat them into your inventory you can wear them but they are like flipped 90 degrees sideways.

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I suppose I could go about dropping them in the schoolhouse not to far from the starting point - but I would need to know how to do that as well.

 

The items I added were just various pieces of armor from a favorite mod of mine. The items have been added and have their own esp, I just need to figure out how to get them in there and test it.

 

the additem code works i just tried it.

 

player.additem XXXXXXXX #

xxx being the item id and the # being the number of items.

 

you can get the ids by opening up the geck in the main asset window and right click on armor, armor, item, or whatever and selecting the "open floating form list" that will display the numbers the game uses to id things within the game.

 

and yea fo3 hats are messed if you cheat them into your inventory you can wear them but they are like flipped 90 degrees sideways.

 

I've been going back and forth with someone on the bethesda forums. He walked me through the script part, which I think is what this is;

 

scn mysterious

 

Begin GameMode

 

Player.AddItem TKmysterious 1

Player.AddItem TKmysterious2 1

Player.AddItem TKmysteriousbikinitop 1

Player.AddItem TKmysteriousbra 1

Player.AddItem TKmysteriouscoat 1

Player.AddItem TKmysteriouscollar 1

Player.AddItem TKmysteriouscorset 1

Player.AddItem TKmysteriousdress 1

Player.AddItem TKmysteriouslust 1

Player.AddItem TKmysteriousnecklace 1

Player.AddItem TKmysterioussandal 1

Player.AddItem TKmysteriousthong 1

Player.AddItem TKmysteriousthong2 1

Player.AddItem TKmysterioustop 1

 

StopQuest mysterious

 

End

 

I have a quest created with no quest name, the ID of mysterious, start game enabled checked. Every time I try to create the above script though, save it, and add it to the quest, once I save the esp and reload it, it will delete all the items in there and just leave the quest I created - which won't have the script attached to it.

 

This never fails, either. I can save the esp with the quest and all the items in there, but as soon as I try to add that script, save it and then reload it, either all the items are gone, or both the items and the quest are gone and the esp is worthless. Luckily I've been saving backups.

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