jfshull Posted March 21, 2013 Share Posted March 21, 2013 I assume I can't just put a FO3 mod in the FONV data folder and have it work.What has to be done to get it working properly? Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted March 22, 2013 Share Posted March 22, 2013 Depends on the mod. Some mods all you need to do is open them in FO3Edit and change the master dependency from Fallout3.esm to FalloutNV.esm. Others might be using data that's in FO3, but not FNV, and will have a lot of invalid records when converted and loaded in FNV. In that case you'd need to go in and fix all those bad references in order for it to work correctly. Link to comment Share on other sites More sharing options...
jfshull Posted March 24, 2013 Author Share Posted March 24, 2013 thanks. Do i use FO3edit or FNVEdit? Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted March 25, 2013 Share Posted March 25, 2013 Well, technically they're the same program with a different name. But since you're working with a Fallout 3 mod, you'll need FO3Edit. Link to comment Share on other sites More sharing options...
jfshull Posted March 26, 2013 Author Share Posted March 26, 2013 I appreciate your responding to my issue. But after reading (or trying to read) the training guide, I'm afraid that this stuff is beyond my meager capabilities. And all I really want fom the mod is a weapon that was in it. Is there a way and is it easy to bring that weapon into FNV. The mod was MiniHideout and the weapon was HK416 SOPMOD. Was a great weapon. Might be a dumb question, but what is involved in creating your own weapon mod? Thanks again. Link to comment Share on other sites More sharing options...
senterpat Posted March 28, 2013 Share Posted March 28, 2013 The part your looking for starts on page 65. I'm not going to go into much detail, but here's a small how to:Mod A = the mod you want to merge into.Mod B = the mod you want to take stuff from. Load mod a above B in fomm, and launch fnvedit. Select only the mods you want to work with, hit ok and wait for it to load. Once loaded, right click on mod b and hit"add masters" add mod a to it's master list. Now you need to convert the formids. Do this by expanding the trees all the way (note: there is a more involved process, but only if your merging cells and dialogue.) so for a weapon, you'll likely want to change the formid for the weapon, and any texture sets, sounds, ammo, formlist, weapon mods that are used by the gun. Hold ctrl and select all of them, then right click and hit "change formid" (it may be alter or something instead of change, I can't quite recall) change them to match mod a. (if you do it one by one you have to type it, it's a lot easier to select them all at once. Now that the form id's match you can start merging. Delete any references in the mod your not going to use. (ex: of a mod adds 2 weapons and you only want 1, remove the other weapon.) Do this for each group your going to merge. Once done minimize the group trees, and select them by group name (ie weapons, ammo, ingestible) once you've selected all the branches, right click and hot "deep copy as override into" and select mod a. Now load it up in the geck and make sure everything is in order. Note: there is a faster way to merge mods by merging down instead of up, but ime it leave a lot of the pieces out of places. I hope this is easy to understand, Im just learning all this myself, and it can be pretty annoying. Link to comment Share on other sites More sharing options...
Recommended Posts