Kendo 2 Posted October 20, 2010 Share Posted October 20, 2010 preface: I won't have the game until Oct. 22 So what has BethSoft changed? Can my content be ported without a degree from MIT? Link to comment Share on other sites More sharing options...
jasonpressler Posted October 20, 2010 Share Posted October 20, 2010 yea shouldnt be to much work to port it over. they still have all the dlc files megaton and paradise falls files in the system. Link to comment Share on other sites More sharing options...
Fonger Posted October 20, 2010 Share Posted October 20, 2010 well one report in the FO3 forum stated that the NV GECk works fine on FO3 so one presumes that there were no real structural changes to any of the file types. Link to comment Share on other sites More sharing options...
Kendo 2 Posted October 20, 2010 Author Share Posted October 20, 2010 well one report in the FO3 forum stated that the NV GECk works fine on FO3 so one presumes that there were no real structural changes to any of the file types. Oh SWEET! Too bad they'll wreck it all with the first NV patch/downloadable game virus. [remembers OB Shivering Isles and FO3 Broken Steel] Link to comment Share on other sites More sharing options...
throttlekitty Posted October 21, 2010 Share Posted October 21, 2010 preface: I won't have the game until Oct. 22 So what has BethSoft changed? Can my content be ported without a degree from MIT?http://www.thenexusforums.com/index.php?/topic/248885-nifxml-for-new-vegas/The only change was to BSRefractionStrengthController, everything should port over just fine. Link to comment Share on other sites More sharing options...
sesom Posted October 21, 2010 Share Posted October 21, 2010 @Kendo 2I tested the meshes we talked about per PM in New Vegas and they are working fine. So no worry. Link to comment Share on other sites More sharing options...
Matt6sic6 Posted October 21, 2010 Share Posted October 21, 2010 There might be a few exceptions to that actually. I've just tried porting over the Aot Ballistic Masks, and everything BUT the world object mesh ports over fine, for some reason the world object mesh from that particular mod causes a marker error. Link to comment Share on other sites More sharing options...
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