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Trying to replace the Deliverer model


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If you want the Deliverer to be a 10mm pistol instead of the unique model, the easiest way to do this would be to find "LL_Deliverer" in leveled item and place a 10mm pistol there instead of the original Deliverer. If done this way, the new Deliverer will be a random 10mm pistol with the same legendary effect. If you want it to spawn with certain mods on it (e.i. suppressor) then you would need to create a new object template for the 10mm pistol telling the weapon to spawn with such mods. This is done in the weapon itself, but I'll elaborate more if you want to do this.

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Changing LL_Deliverer would not give you a 10mm with the Deliverer legendary, it would just give you a random 10mm pistol named Deliverer. The meshes for the Deliverer (a lot of weapons, really) are set purely in the OMODs, the "mesh" in the Weapon record is just a Dummy node. This also means that making an object template for the 10mm pistol pointing to the deliverer mods would just make it look like the Deliverer.

 

Since the 10mm OMODS give different stats than the Deliverer OMODs, you would want to change the model for the mod_Deliverer_xxx OMODs to match what the equivalent 10mm OMOD uses.

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Changing LL_Deliverer would not give you a 10mm with the Deliverer legendary, it would just give you a random 10mm pistol named Deliverer. The meshes for the Deliverer (a lot of weapons, really) are set purely in the OMODs, the "mesh" in the Weapon record is just a Dummy node. This also means that making an object template for the 10mm pistol pointing to the deliverer mods would just make it look like the Deliverer.

 

Since the 10mm OMODS give different stats than the Deliverer OMODs, you would want to change the model for the mod_Deliverer_xxx OMODs to match what the equivalent 10mm OMOD uses.

Ah...sooo I would need to use F04Edit for this? Kinda new to modding

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Changing LL_Deliverer would not give you a 10mm with the Deliverer legendary, it would just give you a random 10mm pistol named Deliverer. The meshes for the Deliverer (a lot of weapons, really) are set purely in the OMODs, the "mesh" in the Weapon record is just a Dummy node. This also means that making an object template for the 10mm pistol pointing to the deliverer mods would just make it look like the Deliverer.

 

Since the 10mm OMODS give different stats than the Deliverer OMODs, you would want to change the model for the mod_Deliverer_xxx OMODs to match what the equivalent 10mm OMOD uses.

Ah...sooo I would need to use F04Edit for this? Kinda new to modding

 

There are a few ways you could do it. You could use the CK, your could use FO4Edit, or you could do a mesh replacement (i.e. rename the vanilla 10mm nifs to match the ones the Deliverer uses, and put it in the same folder structure, though I guess you would need the CK or FO4Edit to figure out what nifs need replacing).

 

But yes, FO4Edit is the simplest. Simply:

 

1) Load Fallout4.esm in FO4Edit

2) Open up the Object Modification section

3) Sort by EditorID

4) Scroll down to the mod_deliverer records

5) Select all records whose Editor ID starts with mod_deliverer -> right Click -> Copy as Override into -> New, then name your plugin

6) Find the 10mm Object modifications (OMODs), and edit the deliverer ones to match the model path shown in the 10mm equivalent

 

Not all the OMODs will have a model, so you can ignore the ones that don't.

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Changing LL_Deliverer would not give you a 10mm with the Deliverer legendary, it would just give you a random 10mm pistol named Deliverer. The meshes for the Deliverer (a lot of weapons, really) are set purely in the OMODs, the "mesh" in the Weapon record is just a Dummy node. This also means that making an object template for the 10mm pistol pointing to the deliverer mods would just make it look like the Deliverer.

 

Since the 10mm OMODS give different stats than the Deliverer OMODs, you would want to change the model for the mod_Deliverer_xxx OMODs to match what the equivalent 10mm OMOD uses.

Ah...sooo I would need to use F04Edit for this? Kinda new to modding

 

There are a few ways you could do it. You could use the CK, your could use FO4Edit, or you could do a mesh replacement (i.e. rename the vanilla 10mm nifs to match the ones the Deliverer uses, and put it in the same folder structure, though I guess you would need the CK or FO4Edit to figure out what nifs need replacing).

 

But yes, FO4Edit is the simplest. Simply:

 

1) Load Fallout4.esm in FO4Edit

2) Open up the Object Modification section

3) Sort by EditorID

4) Scroll down to the mod_deliverer records

5) Select all records whose Editor ID starts with mod_deliverer -> right Click -> Copy as Override into -> New, then name your plugin

6) Find the 10mm Object modifications (OMODs), and edit the deliverer ones to match the model path shown in the 10mm equivalent

 

Not all the OMODs will have a model, so you can ignore the ones that don't.

 

Thank you! Gonna give this one a shot and see how it goes

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I fairly sure that my method will work, because in the quest Tradecraft (RR102) when you are rewarded the weapon (complete stage 710) the stage is scripted to give you whats in the Leveled Item "LL_Deliverer" and attach the legendary effect then. This is why when you spawn the unique weapon straight from the console it lacks the legendary effect, because it's only told to be attached when its spawns during the quest. The only way this wouldn't work is if something messes with the stage or you were already past this stage when you made the change.

Edited by JackRob
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I fairly sure that my method will work, because in the quest Tradecraft (RR102) when you are rewarded the weapon (complete stage 710) the stage is scripted to give you whats in the Leveled Item "LL_Deliverer" and attach the legendary effect then. This is why when you spawn the unique weapon straight from the console it lacks the legendary effect, because it's only told to be attached when its spawns during the quest. The only way this wouldn't work is if something messes with the stage or you were already past this stage when you made the change.

Hadn't realized the precise method the Legendary was attached (although I had noticed that I didn't see it in the templates). It still will give a much weaker weapon, since the Deliverer OMOD stats are significantly better than the 10mm ones. A lot less work though.

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Not sure what happened, my best guess if it wasn't your fault is that something is going on with parent slots (Slots on the mod itself) or that its due to animations for the weapons, since they both use different animations, but personally I'd tackle this a different way since I'm personally uncomfortable with just switching model paths. Here's the way I would do it in FO4Edit.

 

Use this method for making the 10mm pistol drop as the deliverer have adjusted stats and specific mods on it. Otherwise refer to my first reply for a simpler solution.

1. Make a new 10mm Pistol by right-clicking the weapon entry and press "copy as new record into...". Give it a new name, check <new file>, and give a name to your new .esp then yes.

 

2. Go ahead and add this new weapon that you just made to the 'LL_Deliverer' Leveled Item, and remove the current weapon Deliverer that is found there.

 

3. If you want to give the new 10mm the same stats as the Deliverer, then go to your new weapon and bump 'Damage - Base' up to 25, assign the Aim model as "Deliverer_AM" to it (its near the bottom of the entry), and set 'Attack Delay' to .15 and if you care enough lower the 'Action Points Costs' to 26 and raise the price to 125. This should pretty much set the new weapon on par with the original deliverer, though the end result might not be exact depending on mods on the weapon. (of course your welcome to set to whatever you want)

 

4. If you want the new 10mm pistol to guarantee to spawn with a suppressor, then move up to 'Object Templates' and remove 'Combinations' with the names (Once you see these names look 2 bars above them for Combination and right-click that to have remove available): Simple; Pistol; Pistol Semi-Auto; Pistol Auto; Random; Epic Simple; Epic Pistol; Epic Pistol Semi-Auto; Epic Pistol Auto; and finally Epic Random (not deleting all these will still leave the possiblility that the weapon will spawn with these combos). Once you have done that Scroll up to the one Combination we left called Default. This is where you designate what mods the weapon will spawn with. Being Default it will spawn with all the standard mods. We'll just put a suppressor by slowly double-clicking the "No Muzzle" mod then clicking the little arrow to the right of the line. This should drop down all available mods. Find "mod_10mm_Muzzle_Suppressor" and click it. You can choose what other mods it will be using the same method.

 

You should be good to go from there after saving of course. Hope you get it the way you want it :thumbsup:

 

@Vlits Most Unique weapons that you find in merchant's inventories are done in a quest called 'AspirationalItems' where if you look in the stage tab (with the CK), each stage fragment script is essentially just taking leveled items and attach a legendary effects then along with any specific mods they wanted on it and drop the results into the assigned merchants inventory. I assume these stages are called once the specific merchant has loaded.

The random legendary items dropped by legendary creatures are done by a quest script in the quest "LegendaryItemQuest" but aside from the random choosing of what mods and weapons to pick, its still the same method of attaching the mod and placing it into the creatures inventory.

Edited by JackRob
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