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Need help with a new weapon mod


TownRetard

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Okay, so I'm pretty much new to GECK, but I catch on pretty fast, so I've decided to make a mod called The Man Cannon, which is a Rock-It Launcher that shoots bodies. I made a new NPC called dead guy, who is a dead wastelander, and I want his body to be the ammo. Using Object Palette editing, I put his body in the chart, clicked save as and now I have a body, but it's an OPL file, and I'm pretty sure I need a .nif file I found out that I needed a program call NifSkope, so I downloaded that, but I still need that file to be NIF. Is there a converter that converts OPL to NIF? or is there a whole other method?

 

Thanks,

Town Retard :thanks:

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Wasn't meh...

 

 

hmmm

 

 

I don't even know what a OPL file is yet...

 

 

 

I'm just going to guess that's the NPC you created.

 

 

I would think if you wanted to make this.

 

 

You would need to extract the different parts of a NPC mesh.

 

 

So like you download FOMM which you should use anyway

 

 

then use the BSA unpacker to search in meshes for people parts (lmao)

 

I mean like either a npc's name or more than likely names like malehead, malehand, male torso ect

 

once you get all the part extracted you would have to use Nifscope to open them one by one

 

Then the tough part

 

 

You would click the body part in the render window which would open the tree an point to the actual shape

 

rather than the funky stuff hidden in nif's

 

 

Pretty much you open the head, click it, then right click the highlighted item in the block list, go down to block

then copy branch, you could also right click the head, an block copy branch

 

 

You only wana copy the shape an texture path, not the funky stuff, hence the render window clicks

to help you find those main parts

 

 

Once the branch is copied, then open a projectile nif, like the assaultrifle or any projectile

take a note of the name of that one in the block list when you click it in the render window

 

which is hard the projetiles look tiny in the nifscope

 

Anyhow the name is something like projectile:0

 

You delete that branch from the main part down then go up to the main branch above it

 

an paste in your head, go to view, make sure the block details is checked

 

right click the top entry in the block details which is the name

 

which when you paste in stuff, nifscope almost always gets it wrong

 

So you rename it projectile:0

 

Go do the same thing for the torso

 

paste it in the same spot you pasted the head or you could just paste it in the top listing in the block list

 

You'll have to rename it, so name it projectile:1, Projectile:2, Projectile:3 and so on.

 

 

You kind of have to keep nif's clean like that or it will crash maybe

And you can always unpack a .nif with FOMM to compare it to what you have

 

 

 

Once you paste in the parts of the body You'll have to edit them an move them around to line up

 

Then go in GECk an Click a projectile, rename it so it creates a new form

 

Create a ammo called bodies or whatever

 

make the weapon use the projectile that's the body an the body ammo

 

then you'll have to figure out how to get body ammo in the game

 

 

I'm not sure how you would get the ragdoll effect that gets put on dead bodies though

 

 

Kind of advanced, stuff huh

 

 

 

Sounds like a hard project for yah

 

 

I don't think I could get it to work

 

 

The OPL might be like the look of the NPC that gets applied to the different mesh parts

or it could be the skeleton an that, or more. who knows such things...

 

 

Don't forget to delete the tracer, :D

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You know you could also go into the wasteland in the GECK

 

 

Look around in the houses that are in the minefield town

 

there were some dead bodies in there

 

I noticed today, but see they were dead before the game started

 

 

so they are props, But what I'm thinking is that if you find that dead body

 

 

or even a dead body in the wasteland viewing it in geck it would point to the item

 

in the Geck which is the base item or ragdoll

 

then maybe you could save time by using that model

 

to create the projectile an ammo

 

 

You'd still have to figure out a way to get lots of ammo in the world

 

 

Something that might help is like when you place a ammo box of say 10mm shells in the game world

 

with GECK if you double click that item after you place it in you can edit lots of stuff about it

 

mainly the count which is how many bullets are in the box

 

 

So look in the extras tab then change the count to 50 and when you pick it up in game

 

it's 50 10mm bullets rather than 50 boxes of 10mm ammo with one bullet each in them

 

You could place single ragdoll bodies maybe if you found the base item GECK uses to place

 

those prop dead bodys like in minefield houses, So then you just add a few more of those

 

in a new form (change the name) put the extra tab count at 25 or 50 or whatever then

 

bam you got tons of ammo

 

 

You could also find graveyards an script ammo gathering there via a shovel or something

 

so gross euuuuuuuuu, but hella cool idea, I'm going to check an see if I can find you a

 

base item name, that nifscope way is pretty hard stuff, and it doesn't always work out.

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LMAO!

 

 

 

 

look for stuff called skeleton in the mesh .bsa

 

 

I just found one that was the actually skeleton, no meat on the bones

 

I'm sure there is one in there though

 

 

I found it from going into the minefield house cells in GECK

There are some dead bodies in there

 

It pointed to something called skeleton idk

 

 

but all those dead bodies, you know the rag doll ones

are under the name loot1 I think in GECK so they are loot

 

I'm not really sure how you would make it

 

 

I did run a test just to see

 

I took the skeleton mesh named it 10mmammo666

dropped that mesh into my mod in the data file

 

then opened geck, created a new projectile pointing to the 10mmammo666 mesh

removed the tracer by setting it to 0.00, reduced the speed from 10,000 to 5000

and I unchecked supersonic an unchecked muzzle flash

 

 

then I went to ammo, made a new ammo that pointed to the 10mmammo666 mesh

dropped that in the game world an set the count on extras to 100

 

then made a weapon from the missle launcher, set it to fire the new projectile an use the new ammo

 

 

 

I went in game for this preliminary test, and hey it even worked lmao

 

The speed at 5000 rather than the normal 10,000 of a bullet is still way too fast though

 

It did work though, so all you really have to do now is figure out how to use the skeleton

 

that has meat on it, you know like a person. You might run into the projectile disapearing though.

 

I'd look at the rockit launcher, doesn't it launch items like ashtrays, do they disapear after it hits.

 

I'm pretty sure in the preliminary the skeleton disapeared after it hit, which would be something else to

 

work around. If it does stay an for how long idk

 

 

DEAD BODIES EVERYWHERE!

 

 

 

 

have any luck yet

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for some reason io couldnt get on the forums till now so i finally got to read the 2 posts right now its 2am so ill try it tmrow and see if I can find any bodies like that. If i just made the bodies into a useless item (junk, i,e ashtray) then i could use the rockit launcher for it, because u can pick the items back up. Thanks for the help. Once the mod goes to the public, if it does, I will give you credit too.
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