User talk:LaZa20923

 Welcome to The Vault! Hello, LaZa, and welcome to The Vault, the Fallout wiki! Thank you for your contributions, and we hope you'll stay with us and make many more.

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-- Deadlykris (Talk) 05:26, 2010 November 6

Porting mods
There's a few things you'll want to be aware of before you start porting a mod:
 * DISCLAIMER: Use this at your own risk. I can't be held responsible if something goes wrong and messes up your game.
 * 1) If it's not your mod, then you'll need to get permission before releasing the ported mod. However, you're free to port it for personal use.
 * 2) Also be sure to check the Nexus to see if the mod has already been ported.
 * 3) If the mod uses stock Fallout 3 resources that aren't present in Fallout: New Vegas, you'll have to copy those to the Fallout: New Vegas folder, and you will not be allowed to release the mod. Alternately, you can remove the parts that rely on resources that aren't present in Fallout: New Vegas.
 * 4) If the mod relies on another mod, it needs to be ported first. See #1 and #1.1.

Once you're ready to begin, here's the basic procedure.
 * 1) Install the mod to both the Fallout 3 and Fallout: New Vegas folders. This gets the resources into the right place in Fallout New Vegas and makes sure the .esp is available in Fallout 3.
 * 2) Go to the Fallout 3 folder and make a copy of the .esp and .esp (module) file(s) for the mod.
 * 3) Open up Fallout 3 Edit (FO3Edit) and load the copies of the module file(s).
 * 4) Edit the header of each file from the mod to point to FalloutNV.esm instead of Fallout3.esm and remove any references to DLC .esm files.
 * 5) Here's the tricky part. You need to remove all altered record entries relating to Fallout3.esm from the module files. Look through the FormIDs for any that start with 00 - that's an altered record entry. Altered records should be highlighted, but be sure to only remove the ones that relate to Fallout3.esm or any of the DLCs.
 * 6) Once you're finished culling the module files, close FO3Edit. You should be prompted to save. Make sure you uncheck any files except the copies you made in step 2; if anything else is listed, you may have not made edits to the proper files.
 * 7) Move the edited module file(s) to the Fallout: New Vegas folder and then rename them to match the originals. You'll have the original(s0 in that folder already, so you'll need to delete them first. If you prefer, you can rename the original(s) instead, then rename the edited module files to the original name(s).
 * 8) Open Fallout: New Vegas edit (FNVEdit) and load up the copied files. If all went well, the files will load up without error, but you may need to open New Vegas Mod Manager (NVMM) to adjust the load order, if the mod contains .esm file(s).
 * 9) If the load order is set right and everything else went OK, you'll be able to edit the files in FNVEdit - but you don't need to do so at this point. Instead, close FNVEdit and open the FNV Geck; you can begin replacing anything that was removed in Step 5 which needs to be replaced.

It's not a simple process, but it's doable. Not all mods lend themselves to this method, you'll have more success with mods that add items than ones that alter quests, and such. -- 18:17, November 17, 2010 (UTC)
 * My guess is that it still retains some reference to a master that is no longer being loaded. What does FNVEdit say when you try to load it? -- 19:04, November 17, 2010 (UTC)