toadlet Posted November 3, 2010 Share Posted November 3, 2010 How does a person go about porting a f3 mod to fnv? I modded (nothing complicated) for F3 and when the right parts have been ported by their authors I want to bring mine across. Is there a 'how to' thing somewhere? I can't seem to locate anything helpful in the forums, or out. It'd be nice to have a non sarky answer. :thumbsup: thanks. Link to comment Share on other sites More sharing options...
WastelandAssassin Posted November 3, 2010 Share Posted November 3, 2010 what kind of mods are you talking about??are you talking like re-creating items, or re-building an overhaul like FWE or such??because for items, it's really simple (and i'm sure you know how to create items) so all you need is to move the data you wanted, into you New Vegas folder (meshes,textures, and whatever else you need) if you are asking how to port a more serious mod, then you and me know just about the same......if you do find a How To, please do post it, it will surely help many just recalled somethingdo you know of a way to change the master file of a plugin??because maybe if you can change the master to be the New Vegas esm file, then it would make the porting much easier, as you won't have to re-create the plugin, just modify it Link to comment Share on other sites More sharing options...
FutureVisions Posted November 3, 2010 Share Posted November 3, 2010 There's already a topic about this: Converting FO3 mod for FNV Brief tutorial for converting simple mods between FO3 and FNV. Link to comment Share on other sites More sharing options...
toadlet Posted November 3, 2010 Author Share Posted November 3, 2010 what kind of mods are you talking about??are you talking like re-creating items, or re-building an overhaul like FWE or such??because for items, it's really simple (and i'm sure you know how to create items) so all you need is to move the data you wanted, into you New Vegas folder (meshes,textures, and whatever else you need) if you are asking how to port a more serious mod, then you and me know just about the same......if you do find a How To, please do post it, it will surely help many just recalled somethingdo you know of a way to change the master file of a plugin??because maybe if you can change the master to be the New Vegas esm file, then it would make the porting much easier, as you won't have to re-create the plugin, just modify it ok, personally i have made very simple companion mods that rely on rr companion vault. so i have never made any items, and cannot seem to get my head 'round such things. Also there are certain mods I found I am missing (ie. clothes or armor pieces) that are made by others that I would like to port over for my own use, not for uploading. I would like to know how the importing is done. If there is a guide, please let me know. There is nothing useful on the F3 side of the forum, unless I've overlooked something. :nuke: AND I DID USE THE FORUM SEARCH, JUST GOT ME NO WHERE, SO BIG WOOPS TO YOU WHO FOUND IT. CHEERS ANYWAY! Link to comment Share on other sites More sharing options...
WastelandAssassin Posted November 3, 2010 Share Posted November 3, 2010 well, if you want to port armors or clothings, it's actually quite simple, as far as i knowbasically, you need to find the meshes and textures of the item you want to port, and if it has a unique icon, then also that onethen you have to take these files, and move them into the New Vegas folders, in the appropriate places (meshes under the meshes folder, etc) now, for easier usage, i would recommend you not to start the item from scratch, but to use a pre-made templatewhat this means is that you should take an existing item that is close to what you want (so if you want to make a medium armor, use one of the medium armors in the game)open the item you want to use as a base, and give it a unique ID, one that you will recognizewhen you press ok, you will be asked if you want to create a new item, click yesthen open the new item you made (find the unique ID you gave it) and change the item's name to what you want, change the meshes, world model, icon and whatever else you want (such as stats, scripts and such)and i would recommend not using a faction armor as a base, unless you want the armor to belong to that faction (i'm not sure if it is just a script, or if it is more complicated than that)and for adding the item to the game, i'm sure you can decide how to do it (in a cell or a container or whatever way you choose) and do it (but if you do need help, ask) now, for armors, it's not so hardfor weapons, since there are so many settings to make, it is really recommended that you start with a pre-made template that is as close to the type of weapon you want to have as a result (example, for an assault rifle, you could start with the marksmen carbine for instance)of course, you will have to modify it to your needs, such as iron sight, or sight, mods and such if you need more specific help, i will do my best to assist youand i really hope this helps Link to comment Share on other sites More sharing options...
Guest deleted2159825 Posted November 11, 2010 Share Posted November 11, 2010 I'm porting over a weapon from FO3 (with the creator's permission) for use in a bounty hunting mod. Everything has been seamless except for the iron sights (reference attached image). Any pointers on correcting it? Link to comment Share on other sites More sharing options...
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