Jump to content

How to make fallout NV meshes usable in fallout 3


Danidragon

Recommended Posts

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

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

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

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...