No, I mean, I've never played or even looked at New Vegas, but it's much newer than NWN 2, so like doesn't it have a much higher polycount? Wouldn't just converting meshes as they are make NWN run like ****? Well, like more ****?
But apparently not.
Great job being helpful though, there is so much content in those posts it will make many people who visit here very happy.
I don't think they have a higher polycount per say, that's not really where the cost would be anyways, I'd wager its in the pixel shader.
Anyroad, that aside... Converting a few vertex streams is easy enough. Now getting materials to work correctly? Bah, that's a different thing.
Seems like whats been done is, basic vertex stream conversion couple with some generically applied materials.
The reason i said you win was more to do with, "yeah they're not really the same asset", close enough mind.
I find these kinds of projects to be kind of pointless unless the software is robust enough that they can genuinely convert enough information to make it practical.
I know for a fact that some of the NWN2 meshes have some complex animation information, and that is in of itself another conversion task, don't really know about the Fallout : NV engine, but the dragons were as I recall from some interview made up of several skeletons.
Its a problem of Mesh + Animation data conversion. It can be done, but who knows if there isn't missing data in some respects. Seems like they have something going off, which is great, but who knows if its a one shot bullet or an everything fits solution.
At the end of the day, I wish them the best!