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jimbogtb

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Everything posted by jimbogtb

  1. Hi all, Just a quick question, when modding values (in FO4Edit) to weapon attachments and receiver types etc, is the weight value given to the attachment a percentage of the base weapon total weight or the actual weight given to the attachment? For example, my SVT weighs in at 8 under "Weight" in the overall weapon description (lb's assuming that's the figure FO4 uses) and in the "Object Modification" list I want to assign a weight to a receiver type. I have made a receiver type that gives the weapon stats to match a "heavy barrel" (better accuracy and some slight extra weight). Now to emulate the added weight of the heavy barrel I give the receiver it's properties in the Object Modification table, like so.. Float MUL+ADD Weight 0.1 Now does this decimal figure work as 10% of the weapon base weight (Weapon Weight 8lb + 10% = 8.8lb) or does it make the attachment simply weigh 0.1 lb (Weapon Weight 8lb + 0.1 = 8.1lb). Any help greatly appreciated, as I'm working through some of the weapon attachments as the extra weight assigned by vanilla FO4 and some mod authors is silly! Jim
  2. Hi all, I'm currently balls deep in my mod "DC Vendor Shop Overhaul" and I'm stuck on something while revamping the hair salon in the CK. The problem I am facing is with the Barber chair. In the CK I have moved the chair itself to a different spot in the shop, the markers have moved with it and I have tweaked the surrounding markers. The issue is the chair defaults back to it's original location upon loading the game. The rest of the shop is complete as per my mod but the damn chair just won't stay where I placed it. As per my pic, there are no markers indicating the chair should default to it's original location. I'm pretty confused here. In my pic, the chair is where I want it to be and I have marked where it keeps defaulting to. Any help on this one as it has me totally stumped! Jim https://imgur.com/jkWS9Tl
  3. OK. I had not much success in creating 3 ammo types in a standalone .esp. For some reason it created problems with level listing entries. Problem I'm having with level list entries (LL_Vendors_Weaponstore for example) is the existing extries in the FO4.esm are showing on the left side but I can get them over to my mod .esp side. Can you copy the data from the master and paste it straight into your esp, rather than going to the laborious task of doing it one by one? Otherwise my (green) entry in my mod .esp is sitting by itself on the right hand side. Other mods seem to have it completely duplicated master to mod. Also some mods have the same FormID's as eachother which caused problems using another weapon mod as a master.
  4. That worked a treat! Thank you so much. So now that I can do this, would it be much easier to create a new ammo type as a standalone .esp and just use it as an additional master file in each weapon?
  5. Hi all, First post in here. Bit of a lurker, heaps of useful information! I'm going to get straight to the point as I need some help using FO4 Edit. Long story short, I have had some limited success in creating a couple of new ammo types for particular standalone weapon mods I've added to the game. There is a Druganov weapon mod which has it's own ammo type tied to it which caught my attention, so I basically replicated the additional entries into another weapon mod's .esp to create a new ammo type. (see image) http://i.imgur.com/pZEgF5W.jpg I created a 7.62x54R round for the Mosin Nagant mod using the above mod as a guide. I successfully added the ammo to the Wasteland and made it available at vendors and hopefully as a loot item (added the entry for that a little while ago, untested). I also created a recipe for it to be made at Chemstations (as much as it grates me for it's non-realism!). My question is, since the ammo type has been created within the .esp of a single weapon mod, how can I get that same ammo type I created to be shared across a few different other weapons? I came to the conclusion if I (exhaustively) added the same data into a separate weapon mod, I essentially create another ammo type, just with the same name which isn't compatible across the different weapons. For example, I have the 7.62x54R round exclusive in the Mosin Nagant, but I would like to use the same ammo type in the SVT-40 mod for immersion. When you're editing an entry in the field for DNAM - Data > Ammo in the "Weapon" page of the mods .esp, there's a drop down box where you can select an ammunition type for the weapon. For example you could change any weapon to use any vanilla ammo asset you liked. Since I created a new ammo type inside the .esp of the weapon mod, I can see that particular ammo inside this drop down box, but NOT in another mod. http://i.imgur.com/n9A44HA.jpg Essentially, the big question is, how can I create a new ammo type which will show up with the vanilla assets which I can use in any weapon mod? Many thanks to anyone who can help me out. It's something I have been trying to figure out for sometime. Like I said, I had success when isolating the new ammo type within a mod, but I can only use that ammo type exclusively with the weapon I created it in. I would love to be able to expand that out to make it a universally usable asset within other weapons. I understand there is a mod which already does this in "New Calibers" (I can't use the mod anyway as I don't have any DLC, the mod doesn't service FO4 without DLC expansions) but I would rather learn and be mentored on how to do it myself. I can't even look inside the "New Calibers" mod with FO4 edit as it won't let me even open it up without the expansions. Regardless, I don't want to add hundreds of new ammo types, just a few!
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