no this is a tool (program) that takes your fallout 3 files and makes them compatible with fallout 4s engine so you can play in its world. its like an automatic porting tool for some of the games. currently npc's and some other things are not transferred. fallout 4 new vegas is a mod trying to manually remake fallout nv in fallout 4.
Good day to you, sir. This def. needs word 'conversion' somewhere in it's "FNV to FO4" title. I can't google it even knowing it exists.
I've run it once on my TTW folder and it threw some error log regarding path to fallout3 etc., which I stupidly closed without screenshotting. Will have to run it again. It seemed to convert FNV successfully but my fo4 crashed after loading main menu (mo2, fo4 v. 1.10.163.0 with quite a few mods on top). Update: My TTW is set up as a separate mod in MO2, so no fallout3.esm etc is in the original New Vegas folder. I guess this is why the error message. I guess I'll have to somehow create a separate folder where both New Vegas and ttw-converted fo3 files are put together
I'm personally very much interested in the Capital Wasteland map (without NPCs and quests), since New Vegas seems to get enough of love already.
i myself dowmloaded this on 31st 2024, 7:45 pm and started running it and it found both games and the creation kit for fallout4 and now it is converting all the files once it finishes i will come back and let you know how things go !!! but so far so good.......and thank you for the work you put in to doing this....
p.s
how long does this take ? After 4 hours i canceled it out.........
This is amazing, I wonder if an AI tool could be made to rescript everything from gamebryo to creation engine, I bet something like that would pair so well with this
I can't remember exactly what it is but there is a specific reason FO3/NV mods don't work with FO4 unless they're remade and then converted. There's a specific term I'm thinking of but it's on the tip of my tongue and I just can't remember it.
I'm not trying to be sarcastic, it has something to do with the way files are "signed" in the CK for FO4 compared to FO3/NV, I just can't remember the exact terminology
Mainly its because of copyrights for the assets and Bethesda being against assets to be ported from one game to the other, only options are Creation Club stuff they offer or recreating assets from scratch, that also includes music, voiceacting etc. I hope this wont get taken down as at least its great proof of concept that could be greatly expanded :)
Its not the same legal situation as remaking a game in another bethesda engine. Theyre porting assets from one game to another. Honestly anyone who can confidently talk about the legality of this mod is probably talking out their ass. This program is pretty new.
Bethesda doesn't want us to port old game assets to newer games. Yet a vast amount of assets in FO4 came directly from FO3 and FONV. Bethesda is well versed in rinse and reuse.
The thing that keeps TO2W legal is that it doesn't supply any of the assets so there's no piracy argument-- you need a local and licensed copy of the game it's taking the assets from. It's the personal use clause on steroids.
The issue is not that Bethesda does not want anyone to port their assets from one game to another. It's they and every other creator, does not want their assets, their hard work, without their express permission ripped and distributed to others freely or for others personal gain. By ripping assets and creating your own creation from them is not in itself a problem as long as it's for your own personal use, you paid for them. But the minute you post it somewhere for others to use, like nexus or any other file hosting site, you are now subject to copyright laws as those people who download it potentially did not pay the creator for those assets.
the biggest problem is the size. when you try to load fallout4, falloutnv and fallout3 esms all together into creation kit, it will just crash. if you use ck platform extended and enable use of more references, it will load them, but incompletely, and attempting to save will be broken. ex. if you try to load fallout3 to resave and update its esm (it also loads fallout4, falloutnv and all its dlcs), it will destroy the entire fo3 worldspace because too many references are loaded and a bunch simply fail to load, so the worldspace is empty. the same will happen to all fo3 dlcs, ttw's own esm and yupttw, they will be blanked out due to too many references. you'll need to make special version of fnv (and fo3 in some cases) esms with all the worldspace and interior cells deleted just to load the fo3 side properly. once it's all done and ingame it seems to work ok thanks to all the stuff being esm and thus respecting the persistent flag (esp files don't, everything is always persistent so the game will quickly hit the 2 million references limit and crash on start), but at this point it lacks the most important stuff, the npcs, audio, quests, scripts and all the good stuff, and we won't know how this actually works until there's a viable method of converting them.
Did you manage to port Fallout 3. If so, describe the process in more detail. There are no problems with the port of New Vegas. With DLC NV too, but there is an error when porting F3. I tried it on the latest versions of F4 and TTW. Thank you very much in advance.
That's all well and good, and I know of a mod that ports FNV quest, weapons n all into 4 like TTW so it's all legal but it's still an alpha. Problem is anything ever making progress.
Yea this is true. I see more and more modders abandoning projects, especially big ones, more often than modders completing them back when Fallout modding was booming. If only we had some of Skyrim's wizard modders.
This looks absolutely astounding. We need this in consumable form...(quests, spawns, greater fixing of the map and lighting...I mean, Imagine the load off the backs of Project Capital Wasteland and Project Mojave if they used this tool. Amazing!
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I've run it once on my TTW folder and it threw some error log regarding path to fallout3 etc., which I stupidly closed without screenshotting.
Will have to run it again. It seemed to convert FNV successfully but my fo4 crashed after loading main menu (mo2, fo4 v. 1.10.163.0 with quite a few mods on top).
Update: My TTW is set up as a separate mod in MO2, so no fallout3.esm etc is in the original New Vegas folder. I guess this is why the error message. I guess I'll have to somehow create a separate folder where both New Vegas and ttw-converted fo3 files are put together
I'm personally very much interested in the Capital Wasteland map (without NPCs and quests), since New Vegas seems to get enough of love already.
p.s
how long does this take ? After 4 hours i canceled it out.........
I'm not trying to be sarcastic, it has something to do with the way files are "signed" in the CK for FO4 compared to FO3/NV, I just can't remember the exact terminology
TTW F3 + FNV with a Segway into F4 with a modded start scenario? 500hr+ of playtime, any mod I want, 200gb starting? Gods yes.
If only we had some of Skyrim's wizard modders.