TheDrunkenMudcrab Posted March 10, 2016 Share Posted March 10, 2016 Hello Nexus! I am the Drunken Mudcrab, creator of a bunch of crappy mods and one I am semi-proud of, the Weiss Evil Companion. She is an evil companion I introduced to Fallout 3 due to a disappointing lack of truly vile companions in my own opinion. This problem, however, is shown double-fold in New Vegas, with no Caesar's Legion companions, and no Evil-aligned companions to speak of (To my knowledge). So, I'd like to port my companion over from Fallout 3 to New Vegas, and maybe remake the mod but alot better, with the sweet companion wheel, some voice acting, etc. !I'm really interested in making this mod successful, but I am an incredibly noobish modder with very little experience modding Fallout. Thank you guys for your help! :) Link to comment Share on other sites More sharing options...
Ethreon Posted March 10, 2016 Share Posted March 10, 2016 Check TTW forums, they developed a script to convert mods from FO3 to FNV. Link to comment Share on other sites More sharing options...
Mariofan15 Posted March 11, 2016 Share Posted March 11, 2016 Just remake it,you dont need to port it over. Link to comment Share on other sites More sharing options...
uhmattbravo Posted March 16, 2016 Share Posted March 16, 2016 Ttw's conversion script is really easy to use, (I've used it on 2 out of the 3 mods I've uploaded) but will likely make your mod ttw dependant. Unless you try to remove the dependency afterward (I've only used it on mods intended to be used with ttw), you'd probably have to basically remake your mod. Link to comment Share on other sites More sharing options...
llamaRCA Posted March 17, 2016 Share Posted March 17, 2016 I rebuilt a simple FO3 companion that is similar to yours in scope and it took me three or four hours to get it working in NV (including voiced dialogue). These are the things I'd consider when moving a companion from FO3 to NV. This is in no way meant to be an exhaustive list.: The companion wheel:There's a tut on NV Nexus that tells you how to set up the companion wheel if you don't already know how to do it. Scripting:Scripting in the two games is very similar you only have to adjust for game specific information. There are more functions to work with in NV/NVSE than in FO3. Packages:If you are building simple packages (follow/wait) you shouldn't have any issues there either. Packages can be more problematic in NV. Not to the point that you can't get them working, it's just a package list of more than the basics might need more tweaking than you'd have to do in FO3 to get the same setup working. Karma:You may want to rethink how she chooses players to follow since the faction stuff is more interesting in NV than the karma stuff. Companion bug in NV: Companion weapons can go invisible (this can happen to any NPC). It happens when the NPC equips the weapon or "blinks" when equipped on the body). This will happen when you add and/or remove item(s) from their container via script (results scripts are affected too) which means you cannot use the additem/removeitem trick from FO3 to refresh their container. Imo, the easiest way to avoid the bug if you want to add items to their inventory is to add a second container to them that the player can access via their dialogue and add/remove items into it. Link to comment Share on other sites More sharing options...
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