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Modding a Modded gun


stinkysides29

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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?

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...... 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?

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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.

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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 by stinkysides29
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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.

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