stinkysides29 Posted July 31, 2014 Share Posted July 31, 2014 I downloaded a mod from here and i like the gun but it has about as much sack as the bb gun. so i wanted to change the damage on it, i used geck and tried my best for my first time, i managed to get it into the game via .esp file with the better damage BUT! it doesnt work lol the slide moves no bang no damage the shell casing even ejects still idk what to do any thoughts? Link to comment Share on other sites More sharing options...
WhiskeyRiver2 Posted July 31, 2014 Share Posted July 31, 2014 ...... I'm seriously wondering how the hell you managed to screw this up. To change a weapon's damage, all you do is find the weapon in the GECK, double-click it, find the "Damage" box under the Game Data tab and punch in whatever number you want. It's -literally- impossible to screw up unless the weapon was already broken or you change other stuff as well. What -exactly- did you do? Link to comment Share on other sites More sharing options...
stinkysides29 Posted July 31, 2014 Author Share Posted July 31, 2014 started geck loaded the environment i put it in opened the gun mod in data loaded it edited it put it in the game. ive done it to vanilla guns without a problem. Link to comment Share on other sites More sharing options...
WhiskeyRiver2 Posted July 31, 2014 Share Posted July 31, 2014 Wait. Exactly what mod are you talking about, and what are you trying to do to it? Link to comment Share on other sites More sharing options...
stinkysides29 Posted July 31, 2014 Author Share Posted July 31, 2014 Its a barreta m9 http://www.nexusmods.com/newvegas/mods/40284/? im trying to increase the damage on the base model i made a video of how i did it i will post it shortly along with some game play footage showing whats going on Link to comment Share on other sites More sharing options...
stinkysides29 Posted August 1, 2014 Author Share Posted August 1, 2014 Link to comment Share on other sites More sharing options...
stinkysides29 Posted August 1, 2014 Author Share Posted August 1, 2014 I did it to another modded gun and it worked so i tried it on a few one one let you put silencers etc on it. the other shoots and does damage but doesnt make firing bang Link to comment Share on other sites More sharing options...
WhiskeyRiver2 Posted August 1, 2014 Share Posted August 1, 2014 OK, I saw three big mistakes in that video. You should have ticked the "Set As Active File" button for the .esp you were modifying. Secondly, you -could- have just renamed and tweaked the existing weapon instead of duplicating it. Third, you should have checked to make sure that -everything- that weapon needs was dupe'd. The missing sound entries (no audible gunshots) are a dead giveaway that something didn't copy over. Link to comment Share on other sites More sharing options...
stinkysides29 Posted August 1, 2014 Author Share Posted August 1, 2014 (edited) the existing mod made the sounds and was modable (sights silencer etc) ill have to fiddle around with it like i said im fairly new to geck, when i set it as an active file it automatically loads the FalloutNV.esm with it im not sure thats supposed to happen or not. Edited August 1, 2014 by stinkysides29 Link to comment Share on other sites More sharing options...
WhiskeyRiver2 Posted August 1, 2014 Share Posted August 1, 2014 That's supposed to happen. Setting a file as "active" means you're editing its contents directly without having to create a new .esp, and in setting it as the active file, any of its master files are loaded along with it. For example, when I'm working on the next CaliberX patch, I set the patch .esp as my active file, and then the GECK loads the four .esm/master files (FalloutNV.esm, HonestHearts.esm, GunRunnersArsenal.esm and CaliberX.esm) that the patch is dependent on. Link to comment Share on other sites More sharing options...
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