Danidragon Posted March 22, 2013 Share Posted March 22, 2013 Does anyone have an idea on how to do it ? Link to comment Share on other sites More sharing options...
panzersharkcat Posted March 23, 2013 Share Posted March 23, 2013 Open up your NV .BSA files in FOMM. Extract and place in your Fallout 3 data folder. Then just put them in use with the GECK. Link to comment Share on other sites More sharing options...
HAMPOLLO Posted March 23, 2013 Share Posted March 23, 2013 (edited) So if I wanted to use this NV weapon mod :http://newvegas.nexusmods.com/mods/47255 in F3, all I would have to do is follow the above explanation then place the guns someplace in the DC wasteland with the GECK? Do you need both the NV GECK and the F3 GECK or is the F3 GECK all I need? Edited March 23, 2013 by HAMPOLLO Link to comment Share on other sites More sharing options...
BaiduF3club Posted March 23, 2013 Share Posted March 23, 2013 Does anyone have an idea on how to do it ? Link to comment Share on other sites More sharing options...
panzersharkcat Posted March 24, 2013 Share Posted March 24, 2013 @HAMPOLLOBasically. You just need to FO3 GECK for it, though you might need to use the NV GECK for reference to first person textures or statics. Also, the animations are there. @BaiduF3clubWhat part of my explanation did you not understand? Link to comment Share on other sites More sharing options...
charwo Posted March 24, 2013 Share Posted March 24, 2013 Are there any workarounds for specific meshes? In this case, say I want to port the mesh for the Reinforced Combat Helmet, and due to a fear of overrides and concern for disk space, unpacking the whole BSA file is not acceptable? Link to comment Share on other sites More sharing options...
panzersharkcat Posted March 24, 2013 Share Posted March 24, 2013 Oh, you can just type in combat helmet and FOMM will search for all combat helmet meshes for you, including reinforced combat helmets. Link to comment Share on other sites More sharing options...
charwo Posted March 24, 2013 Share Posted March 24, 2013 Oh really? I will go try that! Um and if it does work, I'd like to redo FWE's Beretta Shotgun with the lousy reloading animation with the Hunting Shotgun. When replacing the meshes, do the animations follow automatically? I order to make the cosmetic replacement, I need to port the 1st person animation, the mesh, the reloading animation and to complete it, the sound file. What am I looking at in terms of operations? Then let's up the ante: I want to use one of the WMX meshes instead, the one with a bunch of add ons, for the standard Beretta cosmetic replacement. These meshes are in Bethesda Art Files, not BSA packs. What do I do then? Link to comment Share on other sites More sharing options...
panzersharkcat Posted March 24, 2013 Share Posted March 24, 2013 Animations don't follow automatically. I found that, because of limited animation slots in Fallout 3, I am unable to get the reload animation for the hunting shotgun. For WMX meshes, just download and place in Fallout 3 data folder. Then use the GECK to reassign the mesh on the weapon. Make sure to change the static and the dropped weapon mesh, too. Link to comment Share on other sites More sharing options...
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