Jump to content

FO4Edit or CK Vanilla weapons replacer mod


Recommended Posts

So I'm desperately trying to figure out how to replace the 10mm pistol with the M1911A1 from

 

https://www.nexusmods.com/fallout4/mods/16387/? DOOMBASED Weapons Merged (Weapon Pack)

 

 

I can't find any guides on how to replace vanilla weapons, and I'd really appreciate if someone could help me get started with replacing vanilla weapons with weapon mods, of course it's just for my own usage.

I want to get a better understanding of FO4Edit and CK.

 

As far as I understand from looking around in FO4Edit, I have to select the 10mm and CompPiper10mm from Fallout4.esm and "copy as override..."? into the mod.esp

then set the Weapons FormIDs to the same as the 10mm pistols are in Fallout4.esm and EditorID to vanilla weapon name, then under Name "M1911A1" in the mod.esp for the M1911A1 to replace the 10mm?

I know I also have to have Fallout4.esm and mod.esp in the Record Header on the right side, then in the mod.esp section, edit all the stuff to get the M1911A1's textures, meshes etc to work and get it to replace the 10mm, but I have no idea how go about all this.

 

Used for reference in FO4Edit (I know it's an M1911, but DOOMBASED's M1911A1 is much more detailed)

https://www.nexusmods.com/fallout4/mods/34847 WW2 Weapon Replacers - Colt M1911

 

 

Could someone be a kind sir or madam and help a guy out? :smile:

Link to comment
Share on other sites

I would always chose FO4Edia over CK when editing the world if not needed, Creation Kit crashes often for me, and it does not allow ESPs to be masters of other plugins.

 

Get the 4.0+ version of FO4Edit from nexus mods page.

  1. Open it up, and close windows telling you the changes and asking you to donate (won't close for 5 seconds, you need to wait).
  2. You will get a windows where you can select plugins to load for editing. Right click anywhere, and click on "Select None", every checkbox will be unchecked. Check Fallout4.esm and the other plugin that contains the weapon you want to change 10mm pistols to.
  3. After it loads, expand Fallout4.esm's submenu ("+" icon on its left side), and expand the Leveled Item submenu. A lot of items will appear under it.
  4. Now, at the top of the list window on the left side, there's a label "EditorID", click on it to sort those items by EditorID. A triangle pointing to top will appear on its right.
  5. Then scroll down until you see entries starting with "LL_10mm_", I see 4 of them at all.
  6. Right click on one, click on "Copy as override into...", a window will appear, where you should check a "<new file>.esp" item, then click on OK or press Enter. Another small window will be shown, where you need to give a name to your new esp plugin. http://www.keegyo.nhely.hu/fo4_repw_img/f4_repw_fig1.pnghttp://www.keegyo.nhely.hu/fo4_repw_img/f4_repw_fig2.pnghttp://www.keegyo.nhely.hu/fo4_repw_img/f4_repw_fig3.png
  7. Now the entry will be hightlighted with green background, and if you click on it, there will be three columns: 1. is nameless, 2. with "Fallout4.esm"-, and the 3. with the "10mm_replacer" header. "Fallout4.esm"'s column should NEVER be edited. Your plugin overrides that Leveled List item, edit only the cells of the 3. column.
  8. Change 10mm "..." [WEAP...] cells to the weapon's EditorID which you which you want to appear in game instead of 10mm pistol When you start typing it in, FO4Edit will show you the list of the available EditorIDs. Continue typing, when you see the one in the list you need, just click on it. Check the Weapon section of the new weapon's source plugin for its EditorID.http://www.keegyo.nhely.hu/fo4_repw_img/f4_repw_fig4.png

Sorry about the screenshots' white area. I was working on something when those were taken.

Note 1: there's a keyword a bit lower, "if_tmp_Pistol_Auto", which speaks for itself, It should correspond to the template of the weapon used for this case, and an M1911 should not have any template with this keyword -- so you may leave it or add that keyword to one of the M1911's templates (Honestly I'm not sure what exactly it does or means, I would skip this one)

Note 2: if anoter plugin overrides the same item and is loaded after yours, that plugin's changes will be applied.

EDIT: the new weapon's source plugin should be a master of the replacer.

Edited by morpheuss99
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...