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Restoring FO3 Content in New Vegas


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The equipment module restores:

 

.32 pistol (S&W Model 2) as the .22 Revolver

Shock Baton

Alien Atomizer

Alien Disintegrator

Chinese Pistol

Combat Shotgun

Dart Gun

Railway Rifle

Shock Sword (Dragoon Sword)

Cryo Mine

Cryo Grenade

Captain's Sidearm (Alien Blaster clean)

10mm Alloy Steel Pistol

Alloy Steel Assault Rifle

Dragoon Assault Rifle

Chinese Officers Sword

Dragoon Pistol

Microwave Emitter (Mesmetron)

Alloy Steel Combat Shotgun

Assault Rifle

Lincoln's Repeater (Replica Repeater)

Backwater Rifle (Lever Action Rifle)

Infiltrator

Nuka Grenade

Prototype Medic Power Armor

 

Exactly! It restores all the weapons (which we'll likely be using, at least the alien ones), but doesn't do any of the actual Alien Architecture.

 

But that's okay. Since someone told me I can just click and drag, everything already been added back into the game.

 

I will never understand though why Obsidian included assets from stuff like Operation Anchorage and The Pitt and neglected to put in the textures (The "Pillbox" fortification is a great example of this). It's such an odd decision.

 

I actually wonder if they were ever thinking of an Area-51-type DLC at one point, which is one of the reasons they may have included the Mothership Zeta files.

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They only had 2 years to develop, so they just grabbed whatever from FO3 they thought they might use or Beth licensed them to use. Things got cut back out because of the space limitations on consoles, and also Obsidian wasn't as good at cleaning up as Beth was with FO3.

 

6 Downtown areas were cut from FO3 that we know of, and it had been one worldspace in development at some time. Just some Encounter Zones are left of it, and a Metro Pylon for Crystal City.

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If you do need to introduce content back yourself, just remember you can include the loose files from the BSA's in your data folder (correct structure of course) and drag and drop them into the Object Window and the GECK will add them using the names of the nifs they came from. All you have to do is check that the settings for each on is correct like On Local Map, etc. So if you had a heap of statics you can drag them from the meshes and drop them into the Objects under Static.

You have GOT to be effing kidding me. Why didn't I know this five years ago? WHYYYYY?!!! Seriously though, thanks a million for the tip! It also appears to work for object types other than static, although objects like armor have so much additional data that for those it may be easier to clone an existing object and select the nif the old fashioned way.

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If you do need to introduce content back yourself, just remember you can include the loose files from the BSA's in your data folder (correct structure of course) and drag and drop them into the Object Window and the GECK will add them using the names of the nifs they came from. All you have to do is check that the settings for each on is correct like On Local Map, etc. So if you had a heap of statics you can drag them from the meshes and drop them into the Objects under Static.

You have GOT to be effing kidding me. Why didn't I know this five years ago? WHYYYYY?!!! Seriously though, thanks a million for the tip! It also appears to work for object types other than static, although objects like armor have so much additional data that for those it may be easier to clone an existing object and select the nif the old fashioned way.

 

Yup! Activators are a big one, especially for the Mothership Zeta content.

 

Would have saved me so much time when I built custom colored sets for the NVDLC03 Utility Glow Hallways and Rooms. :P

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