Jump to content

FO3NV - Fallout 3 Converter For Fallout: New Vegas


Recommended Posts

edeinspringville.jpg

Uploaded with ImageShack.us

Note: updated to version 7 on February 21st, 2013 (reuploaded on February 24st, 2013 since I caught an error in FO3NVSplice. Apologies to the four people that downloaded it prior). Since version 7 underwent little to no testing I am leaving version 6 up as well. I cannot really spend time on FO3NV anymore, but maybe the pieces will prove of interest to others.

This is a conversion toolkit used for making Fallout 3 playable in Fallout: New Vegas. It requires both Fallout 3 GOTY (Fallout 3 and all DLC) and Fallout: New Vegas Ultimate Edition (Fallout: New Vegas and all DLC).

 

No credit is claimed for FO3NV. No restrictions are placed on it. You can do with it what you want.

 

Version 6:
The download contains three things: the toolkit itself, a test demo implementing the toolkit, and source code for the two utilities used in the test demo. The toolkit is various plug-ins that resolve conflicts between both games and notes on the process. The test demo is an example of an installer that an end user would use. It requires the end user to know how to use Wrye Flash NV. The source code is for modified command line versions of the BSA extractor and compressor found in Fallout Mod Manager (FOMM).

http://www.mediafire.com/?b14fpo4ec84c12p

Install video for test demo:

Part 1
[video=youtube]



Part 2
[video=youtube]


Change Log:


Version 6
---------
Removed DR from Pitt armors that was accidently left in.
Modified the Pitt ammo press to also convert NV ammo.
Fixed Boone companion quest to check location only in Mojave.
Change weight classes for some of the Pitt armors.
Removed voice modulation from raider helmets.
Added OnEquip block the slave outfit script so Pitt main quest is updated.
Prevent NV followers from entering the Pitt during start of Pitt main quest, reset hardcore stats when traveling to and from the Capital wasteland and the Pitt.
Commented out scripting that fires NV followers when entering Zion post-main quest.
Fixed NV follower current count variable not being zeroed when NV followers fired.
Fixed race condition where Zeta drones evaluated their follow PC package before drone pod could set them unconscious.
Disabled check on FO3 followers that made them wait instead of going to Zeta ship after completion of Zeta main quest.
Added trait selection after GOAT review of tag skills.
Fixed issue with Veronica advancing personal quest based on location even when not in the Mojave worldspace.
Converted Big Guns bobblehead to award guns points, effects that increase or reduce big guns to affect guns.
Resolved reference ID conflict between NV McCarran building piece and FO3 Old Olney mininuke by keeping NV object and copying mininuke into new record.
Made campfire activator references persistent so they still work when merged into ESM.
Changed Zeta Supermutant spawn list to use FO3 mutants instead of NV versions.
Made placed FO3 shotgun shells persistent references so they will be overridden as 12ga.
Modified Zeta workbench to also function as reloading bench.
Prevent NV followers from going into start of Mothership Zeta, and reset player hardcore stats.
Add Zeta dlc05rubblepile01.nif to list of NV meshes extracted and renamed.
Fixed file extension missing from fixed .nif files in test demo batch file.
Rebalanced Fallout 3 and DLC weapons.
Fix error in renaming files using old FO3NVInit.
Added unfiltered FO3 loading screens.
Updated Fallout 3 and DLC weather to fix cloud layers.
Prevent FO3 followers from entering Zion during main quest.
Prevent FO3 followers from enterting the Divide during main quest.
Send FO3 followers back to proper location when fired.

 

 

Version 7:

http://www.mediafire.com/?5dvf6n8onmmuqix

 

Change Log:

 

 

Version 7
---------
Changed install process to build FO3NV.esm for release or FO3NVInit and FO3NVMain for debugging. Release build also merges Fallout3.esm into FalloutNV.esm.
Made Aqua Pura food item so that it is affected by survival skill.
Replaced DLC04 Point Lookout yeast with New Vegas yeast.
Rock-it launcher fixes.
Fixed prompt for Dogmeat's wait command.
Changed Broken Steel Lag-Bolt combat armor to give guns bonus instead of big guns.
Removed use of big guns skill from effects MS10EnchLindenPowerArmor and MS12GimpGuards.
Changed FO3 enclave armor to heavy class.
Changed Zeta winterized medic armor to medium class and fixed meshes and textures for general Chase's overcoat.
Changed Broken Steel enclave hellfire armor to heavy class and removed leftover AR, changed Lag-Bolt's combat armor to medium class.
Change Anchorage winterized combat armor to be medium class.
Fixed Pitt bombshell armor still showing big guns bonus.
Prevent NV followers from going to Raven Rock at end of quest Finding the Garden of Eden.
Fixed Guns skill missing from ReducedBigGuns effect.
Cut ammunition carried by FO3 DLC vendors.
Moved Dogmeat's wait topic so that it will work with the NV companion wheel.
Rebalanced leveled item record Raider2WeaponGun.
Reworked LootGunPistolsGunpowder again to cut down on weapon loot.
Reworked general inventory for The Family Karl, Lydia Montenegro, Knick Knack, Michael Masters, Seagraves.
Modified AI package on James so he will travel to Rivet City regardless of whether or not the player agrees to escort him.
Fixed NV NPCs from using FO3 generic goodbye dialog.
Prevent NV followers from entering Tranquility Lane, fixed player pod to show Tranquility Lane screen instead of Lucky 38.
Reduced weapons found in leveled list LootGunPistolsGunpowder.
Reduced ammo sold by Pitt vendor Friday.
Fixed Dogmeat using NPC GOODBYE dialog.
Added rename of meshes\furniture\tlpodplayer01.nif to fo3nvtlpodplayer01.nif
Added meshes\furniture\tlpodplayer01.nif.

 

 

 

Some of the issues still open in FO3NV: graphical bugs like President Eden's eye cameras falling off the walls, idle animation glitches like characters leaning back through chairs, voice file conflicts between Fallout 3 and New Vegas (e.g. traders and robots' voices). The Pitt sometimes requires use of the purge cell buffer command because of all the assets loaded.

 

Optional plugin for Version 7:

 

http://www.mediafire.com/?524wydiwna15hfc

 

Modified FO3NV version of Cross-DLC - Old World Blues Transportalponder by viennacalling http://newvegas.nexusmods.com/mods/44666. Adds the following additional locations: the Capital Wasteland (Vault 101), the Pitt (Trainyard), and Point Lookout (Pilgrim's Landing).
 

Link to comment
  • 4 months later...

I had some time to look at the changes. Thank you again for fixing the .ogg issue.

 

When I originally started reworking the FOMM source code for a command line tool, I had not used the BSA Creator before so I assumed everything worked. During the process my changes to the code broke the packing of .nif files, so when I encountered the issue with .ogg I thought I had still not completely fixed it. After some time I gave up and researched the problem online, where I finally found that it had never compressed .ogg files properly.

 

I left out the use of the variable foldername, it was throwing an exception in the if statement and I didn't bother to figure out why. That section of the code where you fixed the .ogg files made me curious however, and I went online to learn more about the file structure. This page Tes4Mod:BSA File Format was very interesting, and with that and a hex editor I looked at Fallout - Misc.bsa. The only bit in the fileFlags field that was set was bit 9, so I tried this in the BSACreator.cs:

 

case ".ctl":
case ".dlodsettings":					
           result |= 0x100;
           break;

 

And it seemed to work when I tried packed the lodsettings folder. So good work all around.

 

I have to ponder if I can rework the BSAs into something easier to manage, but nonetheless FO3NV will reflect the code changes in the next update. I have no immediate timeline for the next update, absent anyone mentioning any critical bugs I'm currently just playing through and fixing things as I come across them. These days I haven't been playing much, and I would like to accumulate enough fixes to make an update worthwhile.

 

Thanks again for making all of this possible. :D

Link to comment

Good stuff, glad my changes helped, you seem to have done a lot of work for just one guy on this. I only came across your stuff as I grabbed the TTW mod that progressed from RFCW and noticed how huge the patches were on the rebuilt bsa files and thought how wasteful it was so went looking for command line bsa tools that could be useful to script the creation of the bsa files rather than distributing huge patches. I have created a vbs script that does nice things like detect the paths of the NV and FO3 installs and automates a lot of the copying I could adapt for FO3NV if you want.

I must confess I do like the way the RCFW/TTW team did some things like adding reloading benches to the CW and changing the speech challenges to match how they are handled in NV, nice touches, but their release is ages away yet, I'd say you deserve a bit of promotion in the mean time.

Link to comment

I'd be interested in seeing your vbs script. To the extent that I can simplify the install without too much effort I'll do so. I briefly thought about trying to automate the Wrye Flash NV editing of the mod master lists, but then I realized I had no desire to learn the syntax of one more programming language.

 

I can appreciate RFCW/TTW's effort to make the conversion more well-rounded. I aimed for affixing FO3 onto NV with a relatively minimal amount of glue. I did eventually do some things like convert the FO3 campfires to the NV crafting versions, and made FO3 workbenches do double duty as reloading benches. I thought about the speech challenges, but those difference didn't bother me that much compared to the effort to change them.

 

Overall, they all have their strengths. RFCW and TTW are trying to be more palatable in terms of legality, and TTW should have better performance due to them merging the FO3 records into FalloutNV.esm. They have more people working on them and can provide better end user support. I used to monitor the RFCW thread on the Nexus for any interesting bugs people might find, but overall a lot of it was the same issues (e.g. how to get out of Tranquility Lane) over and over again. I much prefer the lower profile. As for FO3NV, I like to think its strength is in its portability and maintenance. The download contains not only the end product in the test demo, it also contains the pieces that go into making the FO3NV.esm. Once someone downloads it, if they can understand the various tools (FNVEdit, GECK, FNV Plug Utility, etc.) that's all they need. They can fork or rework the mod to their own ends. And when the time comes that I move on to other things, it's possible for someone else to still use or even support the mod.

Link to comment

So...first things first. I am a lament, so please speak in laments terms when answering. Just putting that out there beforehand. Me derpface. :P

 

I am GODFORSAKINGLY interested in this mod. I wanted to try Requiem, but Skyrim came. (that alone should answer that)

And when I came back to intending to try it...well, a mess happened, I've more or less figured out WHAT happened to Requiem, but it's not the topic I'm aiming at right now anyway.

 

So, I'm back in a position/time where I would actually like to combine New Vegas and Fallout 3. Naturally, I take a preference to NV to have this happen because, hey it's more recent and also doesn't use GFWL (Games For Windows Life) which is an atrocity to use all in on itself.

 

Frankly, the vid's seem a bit unclear. The resolution on-screen is too big so I barely see what's going on. On-screen text guiding would've been welcome too, but that might be me nitpicking.

 

What I would like, if possible, is that someone helps me/explains to me step by step.

If you think that is unreasonable from me, fair enough. But I would like to know ONE thing still:

 

I imagine this mod to only use Fallout 3 resources but not the actual game installed.

Fallout 3 is installed, but I am never going to play it again on it's own. FNV is much more likely, hence I aim to combine.

I need the room on my harddrive since I am in the business of recording my games with Fraps, which is known to be quite the space hogger.

So I want to uninstall Fallout 3 as soon as possible to free up space. Both the game itself and its mods take quite some room.

 

So what I am asking, other then complete written instructions, is what resources does FO3NV need (I own all of F3's DLC) from Fallout 3, so I can put these somewhere safely and uninstall the game.

 

Thank you very much, and have a nice summer.

Link to comment

If you view the video directly on Youtube it is available in HD 1080p. Is it still difficult to view at that resolution?

 

In the directory Test Demo there is a file Test Demo Setup.txt that contains the instructions. Please let me know if any steps seem unclear or confusing.

 

The following resources are needed from Fallout 3 and are all in the Data folder:

\Music folder

\Video folder

 

Fallout3.esm

Fallout - Meshes.bsa

Fallout - MenuVoices.bsa

Fallout - Misc.bsa

Fallout - Sound.bsa

Fallout - Textures.bsa

Fallout - Voices.bsa

 

Anchorage.esm

Anchorage - Main.bsa

Anchorage - Sounds.bsa

 

BrokenSteel.esm

BrokenSteel - Main.bsa

BrokenSteel - Sounds.bsa

 

PointLookout.esm

PointLookout - Main.bsa

PointLookout - Sounds.bsa

 

ThePitt.esm

ThePitt - Main.bsa

ThePitt - Sounds.bsa

 

Zeta.esm

Zeta - Main.bsa

Zeta - Sounds.bsa

 

If you have the space, just keep the Data folder from Fallout 3 and you will have all the necessary files.

Link to comment

I would love to try this as well, and I'm debating a clean install of New Vegas. What I'm curious about is how this really works, as I've never used one of these mods before...

 

It essentially uses the New Vegas systems right? In terms of perks/skills and all of that. So I wouldn't use any FO3 mods, as it would use everything put into New Vegas instead? And how does this affect the storyline of FO3 and it's associated DLC?

Link to comment

It essentially uses the New Vegas systems right? In terms of perks/skills and all of that.

 

Yes' date=' basically just adding Fallout 3 content into the New Vegas systems.

 

So I wouldn't use any FO3 mods, as it would use everything put into New Vegas instead?

 

You can try to use FO3 mods, but it will require work. At minimum you will have to use Wrye Flash NV or some other utility to change the mod's required master from Fallout3.esm to FalloutNV.esm. Mods that use FOSE are iffy as I've heard that NVSE is not exactly the same (I haven't really used either). Beyond that depending on the content of the particular FO3 mod you'd have to test and maybe modify how it functions in the New Vegas game.

 

And how does this affect the storyline of FO3 and it's associated DLC?

 

The way the test demo is implemented the player starts a new game in Fallout 3. As soon as the player exits Vault 101 they can start the New Vegas story, and it goes through the usual intro with Doc Mitchell in Goodsprings. After that the player can go back and forth between the Mojave and the Capital wasteland at will. The DLC function normally for each game.

 

I should note that I really have not and do not intend to provide any sort of plausible story consistency between the two games. However, that is the purpose of the toolkit. If someone wants to, they have the ability to rework the mod the way they want it. :D

Link to comment

So, I'm about to get started on this. I just have one problem:

F3, unlike NV, allows you to use your own music for combat and whatnot.

I deleted the original Battle_01.mp3 up until Battle_07.mp3 in favor of my own music and cant find the backup back (somehow, even though I'm sure to back such things up).

 

Will this be a problem if they are missing?

Link to comment

So' date=' I'm about to get started on this. I just have one problem:

F3, unlike NV, allows you to use your own music for combat and whatnot.

I deleted the original Battle_01.mp3 up until Battle_07.mp3 in favor of my own music and cant find the backup back (somehow, even though I'm sure to back such things up).

 

Will this be a problem if they are missing?

[/quote']

 

They should be on your game disc if you have a physical media or you can just verify your files if you bought it via steam.

Link to comment

Will this be a problem if they are missing?

 

Currently no. New Vegas implements the music differently than Fallout 3. Beyond making sure the Fallout 3 records did not conflict with New Vegas, I did not do any work on that at all. This means that there is no background or battle music in the Capital wasteland.

 

Looking briefly at how it's done in New Vegas, it will be quite a bit of work to create the various records needed and to place the audio markers in all the appropriate cells. If someone is interested in trying to do that, please feel free. In both Fallout 3 and New Vegas, I always played with the music down and the radio always on so this one is low priority for me. :-/

Link to comment

They should be on your game disc if you have a physical media or you can just verify your files if you bought it via steam.

 

As much as I love Steam' date=' I'd rather suffer GFWL on it's own then through Steam at the same time. So, game disc it is.

 

Currently no. New Vegas implements the music differently than Fallout 3. Beyond making sure the Fallout 3 records did not conflict with New Vegas, I did not do any work on that at all. This means that there is no background or battle music in the Capital wasteland.

 

I can live with that. The Capital Wasteland is, much more than the Mojave, subject to atmosphere. The music would actually prevent me from imagining the "horrors" that could befall me.

 

Thanks for the response. I took a day each to uninstall the Fallout mods for both games (and update the NV ones since I'll be using them again) in NMM and place the required F3 file safe. Now I'm going place the mod folders somewhere safe and uninstall both games, and reinstall New Vegas.

 

Busy hours ahead, I'll let you know how it goes.

Link to comment

It's not the assumption that everyone has them all, it's that I have them. I made the conscious decision to build on one particular type of install (base game plus all DLC) because for me the logistics of handling whether or not the user has a particular Fallout 3 DLC or New Vegas DLC is a serious headache. I can respect if someone has not yet purchased all the DLC or simply has no plans to do so, but I just don't have the energy to support that. :(

Link to comment

Oh, my bad actually, they are all sold on Steam as "Couriers Stash" for 1 €.

 

I thougth those packs were only available by pre-ordering :blush:

 

And after adding those Fallout 3 intro atleast works perfectly. Now to see how many mods i can add before i break it :D

Link to comment

The day and night cycle seems to be off somehow in Capital Wasteland, it got pitch black at noon, even though the sun could still be seen right above. Also the sky was not starry. Also for some reason Craterside Supply's door show up as red, but entering isn't considered tresspassing.

 

I did install Nevada Skies URWLified, i'll remove that and see if it makes a difference.

 

Edit: yes, URWL was to blame.

Link to comment

The day and night cycle seems to be off somehow in Capital Wasteland' date=' it got pitch black at noon, even though the sun could still be seen right above. Also the sky was not starry. Also for some reason Craterside Supply's door show up as red, but entering isn't considered tresspassing.

 

I did install Nevada Skies URWLified, i'll remove that and see if it makes a difference.

 

Edit: yes, URWL was to blame.

[/quote']

 

if you want weather in both i would try project reality, it also has a file that is for requiem for capital wasteland but even the original file seems to be more compatible, but it can also be pretty graphical intensive, i have not tried it with this mod

Link to comment

The day and night cycle seems to be off somehow in Capital Wasteland' date=' it got pitch black at noon, even though the sun could still be seen right above. Also the sky was not starry.

[/quote']

 

This is due to the Fallout 3 weather records having no data for the times high noon and midnight because they are new to New Vegas. No data translates as all zeroes, which turns out to be the color black. That and the cloud layers associated with those times should be fixed as of this current version (version 6), but please let me know if looks like I missed something. As for Nevada Skies URWLified, I took a quick look at the .esm file and they have two of the Fallout 3 weather records included. All of Fallout 3's weather records are actually left in New Vegas, but so far as I know none of them are actually used in the game. So I'm not sure why they are in Nevada Skies, but since they don't have high noon/midnight data and they come later in the load order, that's why the weather went pitch black.

 

Also for some reason Craterside Supply's door show up as red, but entering isn't considered tresspassing.

 

Previously I thought it was just a game engine change between Fallout 3 and New Vegas that only affected Fallout 3 doors. However, I just checked Casa Madrid's Dermot and St. Jame's apartment doors they change red/yellow depending on if I have FO3NV loaded. So I have to go find out where in the Fallout 3 files it's telling the game to change color depending on ownership. :blush: As a practical matter I don't think it will affect gameplay, but please let me know if you experience otherwise.

Link to comment

Only prob I have with this mod and RFCW is not matter how long I play it, if I save in the D.C or Mojave then reload it, it nearly comes to a cpmplete standstill, the massive amount of lag made me uninstall both games, reinstall them and leave RFCW or anything associated with it OUT. I used the latest version of RFCW and still made it unplayable...

 

So I will ask just this, what else do I need to play Fallout 3 and New Vegas together, RFCW if so then this will be bypassed by me... apart from both games and DLC's both latest patch.

Link to comment

I'm not sure I follow what you said. FO3NV is separate from RFCW. They both do the same thing in different ways. That said, if RFCW gave you performance issues it is very possible FO3NV will do the same. A lot of content is being loaded, but it may also be system dependent. I myself upgraded my PC late last year and FO3NV loads a lot smoother than on my old PC.

 

That said, you may want to wait for the other mod that's being worked on, Tale of Two Wastelands (TTW). That one is supposed to have better performance by combining the .esm files and removing duplicate records.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

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