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T6M's Short Weapon-Making Guide for FO4Edit (So I can direct people here, if they ask me)


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NOTE: This requires the use of FO4 Edit, and other tools. And it requires basic navigational skill and knowledge of function of said tools.

 

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 Well, I can't tell you how they do it in Creation Kit, I avoid using that PoS as much as possible, so I can only tell you how to do it via xEdit (FO4Edit).

With. Visual. Aids. with MS-Paint....

But that is as far as I can go. The rest requires a bit of common-sense and familiarity with navigating around FO4-Edit. Other than that, please read carefully.

 

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If you need to make another Keyword to make an attachment point or mod-association for, follow these steps. You can either make a new record into an existing plugin, or make a new one. Simply copy paste it on the upper-left slot to jump to an existing record.

 

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Note that attachment point is not necessarily required to be on the OMOD than the weapon, but it can be useful if you want to deprive or allow an attachment if you have said attachment by having other OMODs to have said AP_ keywords, but others do not. But by having it directly at the weapon, means they will NEVER miss out. It is also a matter of convenience, as editing the weapon through multiple other ESPs can be a pain, and especially comes with compatibility issues if that is the case.

 

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This part right here will require a different program called NifSkope. You can open up any meshes, that which you can extract via Bethesda Archive Extractor, from BA2 files within the game. Have fun kitbashing.

 

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Copy-Pasting branches upon a node, and then copy-pasting transforms is a good way to see what an attachment looks like if attached to another mesh. But remember to delete it afterwards.

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