MudDragon Posted April 2, 2010 Share Posted April 2, 2010 First off, apologies if this is in the wrong place and let me know and I'll move it. I've been trying to look through the FAQ, the New To Modding Tutorial and a few other web guides and I'm just not making the connection here to what I am doing wrong. What I want to do is really simple, and I am sure there are a thousand topics on it already, but the searching today is giving me a headache. Simply put, I want to change the damage values of weapons in The Pitt and other DLC. Another mod that I am using makes these weapons about as useful as throwing a crumpled piece of paper at a super mutant behemoth. I've been using FOMM and TESSnip to change the values, and as far as i've gathered i take out the GRUP(WEPS) and copy it to my mod, edit the values for the damage, save, go up to the TES4 tab, click the drop down from the file/edit/etc and click add new subrecord and if i am thinking correctly i change it from NEW_ to MAST and click the right hand side of the textbox and type in ThePitt.esm or Fallout3.esm so i set a master file for my "mod" to work from. However, the problem is arising that when i do this it gives me an error and says cannot save (something about invalid data relating to the file) Being pointed to the right area of a thread would be great and get me going, I'm not honestly expecting anyone to hold my hand and walk me through it step by step (unless someone did have the time to do that) but a quick and dirty tutorial on it better then the thread i found on No Mutants Allowed would be great. Link to comment Share on other sites More sharing options...
Nadin Posted April 2, 2010 Share Posted April 2, 2010 Alright. First of all, make sure your computer is on. there's a little button which looks like this:(i)....just kidding. It IS insanely easy, however, and quite intuitive. Fire up the GECK with the pitt master file loaded. Under items/weapons in the drop-down tree on the side, you should see a few weapons with the codes DLC near the beginning. You'll have to hunt, but some of these are your weapons. After you find the right one, double click on it. It will show you the name and id and all that. On the right side of the game data tab, there will be a box with DAMAGE next to it. There's a number in this box. Somewhat obviously, edit this number to change the data. After you're done, save it as a new plugin, and activate it after the pitt in your loader order on fomm. Honestly... Where did you get the idea to drag TESSnip into this mess? No need to edit subrecords with something like this. Link to comment Share on other sites More sharing options...
Cipscis Posted April 2, 2010 Share Posted April 2, 2010 One more thing - in order to load both Fallout3.esm and ThePitt.esm, you'll need to make a small change in your GECKCustom.ini file, which can be found in the same folder as your "Saves" directory. Look for the line starting with "bAllowMultipleMasterLoads", and change it to this:bAllowMultipleMasterLoads=1Cipscis Link to comment Share on other sites More sharing options...
MudDragon Posted April 2, 2010 Author Share Posted April 2, 2010 TESSnip seemed easier since i haven't bothered with G.E.C.K yet Humor is appericated XD thanks So if i wanted to tweak up the damage on the autoaxe do i need to load both esm's or just pitt's Link to comment Share on other sites More sharing options...
Nadin Posted April 2, 2010 Share Posted April 2, 2010 The pitt has fallout 3 as a master ESM and will load it automatically. Also, Cipscis was right, I forgot about that part.Really, you should use the GECK for modding and TESSnip and Fo3Edit and all that for debugging. Link to comment Share on other sites More sharing options...
MudDragon Posted April 8, 2010 Author Share Posted April 8, 2010 I do not have a GECKCustom.ini file. I have a GECKPrefs.ini Should I create the file and place that line in it, or add it to the GECKPrefs Link to comment Share on other sites More sharing options...
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