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How to make an ESP or ESM for a BSA


Khailik

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I've been trying this for hours and I'm beating my head on the wall. Ok so what I have done....

 

I have taken a helmet from a mod for New Vegas. Made a BSA with the nif files and I'm trying to add it to FO3. Ok I have the BSA but I have not the slightest clue as to how to make an ESP or ESM whatever for it so that I can actually put it in my game. I've tried looking at a couple guides but I get so confused that my head hurts. For the love of god someone please help me >.<.

 

Keep in mind before anyone reads this and decides to say they refuse to help someone that won't help themselves that I am still actively trying to figure this out.

 

Ok so just ignore this entire post. To make it easier on myself I just took the helmet that had the effects that I wanted. and changed it's model to the helmet I wanted to put the effects on lol. Yay for cheating. But still any responses on how to make ESPs and such will be appreciated because I know I'll probably need to know in the future.

Edited by Khailik
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Khailik - Hello!

"have taken a helmet from a mod for New Vegas. Made a BSA with the nif files and I'm trying to add it to FO3."

Firstly you'll need the new .nif loose in your Fallout folder in order to work with it in GECK as GECK can't be made to navigate to files in .bsa's for selection.

The new mesh should be placed in within the:

Fallout 3\Data\Meshes

After that it can be in any folder structure you like such as:

Fallout 3\Data\Meshes\MyMod\MyArmors

After you've pointed GECK to it you can then package it, in the same folder structure, in a .bsa if needed.

A .bsa is really only needed if you've got lots of files for your mod.

You'll then need to use GECK to create the armor item, easiest to make a copy of an existing simillar item & direct GECK to your new model.

Open GECK up, go to File - Data, tick Fallout3.esm & OK.

Armor is listed in the Object Window under Items - Armor.

Find a simillar armor item & Give it a new name so you're not overwriting the vanilla item.

You'll note that the model mesh is set under Male - Biped Model, by clicking Edit you can navigate to where your new mesh is.

Click OK & GECK will ask if you want to create a new item, say yes.

You can now place the new item in a cell by selecting it in the Cell View windo & dragging the item into the Render window to place.

When you're done go to file File - Save & give your new .esp a name.

Remember to tick the new .esp in your Data files/Mod Manager.

There's a good, concise guide to adding new armor into the game using GECK here:

http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_2#Add_the_armour_to_the_game_using_the_GECK

If it's a helemt you're adding there's a few special things you need to do for that to be worn properly, a guide here:

http://wiki.tesnexus.com/index.php/Headgear_tutorial

Hope this helps!

Prensa

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