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 New Vegas Armors to Fallout 3

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LostOne

LostOne

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New Vegas Armors to Fallout 3  Empty
PostSubject: New Vegas Armors to Fallout 3    New Vegas Armors to Fallout 3  EmptySat Dec 24, 2016 4:25 am

Hello everybody, Happy Holiday's!

I hope this is the right discussion for this topic so here we go. I was wondering, I recently reinstalled Fallout 3 and figured I'd give it a go. I play NV and FO4 whenever I have the time and have been spoilt to all the awesome armor mods that are created by this community. Fallout 3 really doesn't have much great armor mods and was curious if it is possible to port New Vegas armor mods over to Fallout 3 for my own personal use. Would I have to install manually and add through GECK or is it more complicated than that? Is that something I'm allowed to do? Any help would be greatly appreciated, Thanks.
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Fury

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PostSubject: Re: New Vegas Armors to Fallout 3    New Vegas Armors to Fallout 3  EmptySat Dec 24, 2016 5:02 am

You just have to put the NV mod's meshes and textures into the Fallout 3 data folder, then open your GECK and set up an armor to use the meshes and textures of the NV mod.

Been doing this for a couple years now.

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darious24555

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New Vegas Armors to Fallout 3  Empty
PostSubject: Re: New Vegas Armors to Fallout 3    New Vegas Armors to Fallout 3  EmptySat Dec 24, 2016 8:15 am

Just open fnvedit, copy an existing armor to a new esp (or one with armors already on it), tell it to use the model of the armor you put in data, and change the stats to what it should be or what you want. Armor's easier to port in this engine.
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MrObamatron

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PostSubject: Re: New Vegas Armors to Fallout 3    New Vegas Armors to Fallout 3  EmptySat Dec 24, 2016 7:15 pm

Yeah, New Vegas and And FO3 share the exact same engine and skeletons meaning that, what @Fury said, you'd drop whatever armor's mesh and texture into fallout 3's data directory, open up the GECK and manually have to set up the file paths and world placement.

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LostOne

LostOne

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PostSubject: Re: New Vegas Armors to Fallout 3    New Vegas Armors to Fallout 3  EmptySun Dec 25, 2016 1:13 am

Alright seems simple enough. Thanks for help and Merry Christmas.
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DumbleCore

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New Vegas Armors to Fallout 3  Empty
PostSubject: Re: New Vegas Armors to Fallout 3    New Vegas Armors to Fallout 3  EmptySun Dec 25, 2016 2:15 am

or just install tale of two wastelands so you can travel between dc and the mojave

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LostOne

LostOne

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PostSubject: Re: New Vegas Armors to Fallout 3    New Vegas Armors to Fallout 3  EmptyTue Dec 27, 2016 6:38 pm

Not a bad idea DumbleCore
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Rebelyell1864

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PostSubject: Re: New Vegas Armors to Fallout 3    New Vegas Armors to Fallout 3  EmptyTue Jan 10, 2017 11:46 pm

@"LostOne" Like the others said ... add the files to your folder, but you have to make new one's or overwrite the old. And don't forget the level lists. This is what I do in the GECK : First add the new meshes and textures to your game file in the appropriate folders, then open the GECK by clicking File then Data. Check the main Fallout esm, set as active, and click OK. Click File\ Save and name the new esp whatever you want. Click on an Armor of your choice and open it. Click Edit and choose your new Armor to replace the old one. Change the ID, name, and what ever other attributes you want, then click OK. When prompted "Create a new form?" click yes, now you have your new armor. Scroll the left column and click on Leveled Item....this will bring up all level lists. Scroll the list from the left until you see an Armor list like "NPC Settler Clothes" and click and open it. Click on one of the items listed and then "New" when prompted. On the right is a window marked "Object", scroll untill you find your new armor and then click on it. Your new armor is now on that level list and will be distributed with the others on that list. This works with all the lists so you can change alot of things up. Hope this helps you!

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090109

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PostSubject: Re: New Vegas Armors to Fallout 3    New Vegas Armors to Fallout 3  EmptySun Dec 17, 2023 10:24 pm

I tried porting the pitt raider armor to NV and when i loaded the meshes in the geck they came up as error signs
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