CarlBratananadalewski Posted November 5, 2010 Share Posted November 5, 2010 Troll much? :wink: Link to comment Share on other sites More sharing options...
urbex Posted November 6, 2010 Share Posted November 6, 2010 Of all the stupid ideas. It's getting so it's no longer modding just slapping other games into the current game dujour. That's what you get when you give thousands of gimpy losers the ability to mod your game for free.trying too hard. Link to comment Share on other sites More sharing options...
phuhcue Posted November 6, 2010 Author Share Posted November 6, 2010 ok.. i tried this last night. i might have made an error extracting the files. i couldnt select all of the files within the particular bsa's. i had to click extract all. that might have led to what i had issues with. maybe not.after following all the steps i loaded the game, brought up the console (gamepad players will need to switch over to keyboard controls to bring up the console) typed in coc springvale and poof i was there. whats weird is that practically nothing was theres. thousands of red excalamation points were everywhere. no buildings were there. all megaton was a large crater. couldnt find the door. rivet city was not there, harkness and the other guard were just floating around where they should be. i did find the door to vault 101 but of course its locked. interiors looked normal, but the outside was screwed. are there not other textures to extract? im going to try some expirimentation tonight. awesome! thanks! Link to comment Share on other sites More sharing options...
ROK07 Posted November 8, 2010 Share Posted November 8, 2010 if i open a fallout3 mod in fo3EDIT i can just change the file header from fallout3.esm to falloutnv.esm and copy the esp to falloutnv data folder and the mod works. i have both games installed. if you open fallout3.esm in GECK and mod quest and objects, change a value and change it back, so GECK thinks that youve edited them but its still same. and save esp. then open esp in fo3EDIT and then change the file header from fallout3.esm to falloutnv.esm. so what your trying to do is copy quest and object from the fallout3.esm and put them into an esp. change the file header so it can be used in falloutnv might be a way to transfer stuff from fallout3 to falloutnv and once you have changed the file header for the mod, the mod can then be opened in fallounv GECK and for legal issues, if you edit any fallout3.esm stuff and release it on fallout3 nexus. then it shouldnt be a problem? and give instructions on how to copy it to NV directory. Link to comment Share on other sites More sharing options...
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