james1827 Posted November 9, 2010 Share Posted November 9, 2010 I am trying to get a new gun in game. 1º I'll explain that I have extracted the meshes and texture for "That Gun" and I just change those meshes, textures and stats to my liking and my gun. My problem is that now I have "That Gun" that looks like my new gun. I would like to know if there is a way to get my new gun separated from "ThatGun" meshes and textures so I can get both in game. I hate to lose "That Gun2 even if I hate it. So basically, how do I make a new .esp that doesn't effect the defualt weapon but stil get my new gun. Thanks and I have navigated the forum and what post I have found don't leave me with a clear picture. I''ll be grateful for any help even if its just a link to a good tutorial. Thanks again Link to comment Share on other sites More sharing options...
GrindedStone Posted November 10, 2010 Share Posted November 10, 2010 Unless you are going to do some work on the mesh or do some work on the texture, you don't need to unpack them. What it sounds like to meh is that you wanted to rehash the weapon. By that I mean use the same weapon's mesh an texture only with different settings, without replacing every one of those weapons in the game which would be bad. 1.Launch GECK, you only want to load FalloutNV.esm when you first create a .esp, double click the weapon you want to rehash to open the weapon editor. Keep an eye out for the ammo type it uses, the most easy way to figure out if this weapon is a companion or npc weapon is that it uses companion ammo or robot ammo, you wouldn't want to use those. 2. First thing you should do is to change the names. In the top left of the editor. The ID is the form ID then the name below that is the in-game name. Most people will add zzz or aaa to the form ID. This will make it easy to find later on, also I often put my area code at the end. This way you don't actually have to rename it but you can quickly just add a few characters. For example take "That gun" It's form ID is WeapNVThatGun, to which if I rehashed it I'd change to zzzWeapNVThatGun731. The zzz means I can just type zzz in the filter an see all of my content, it's also at the very bottom of the list which is helpful for stuff like sounds or when you put it in a container. As you make multiple rehashes or even multiple versions of custom player made weapons, just add what's different to the end of the form ID, for example zzzWeapNVThatGun731Supressed 3. Once you have the new Form ID in place hit okay, an it will prompt you to create a new form. Hit yes, because this is what you want, an new form not related to anything else in the game. If you were to not create a new form an reuse the original name it would then replace all versions of that weapon in the game with the new settings. Which could be bad in the unbalancing of the game as well as make the mod have trouble when being used with other mods, because we all mod the same thing. 4. Open the new form up as many times as you need to get your new settings. Often I will also open up another weapon for a refrence. For exampe I just build a sniper rifle so I needed to see what some of the settings were for the sniper rifle, so when I was picking the settings for my new custom sniper rifle, I also had the vanilla sniper rifle weapon editor open, just to see what the settings were, then I just cancel out of that refrence, and hit okay on my weapon so that the settings get saved. 5. Now save the mod, Pick a funny name for it. 6. Now the next day when you want to do some editing or continue working on the mod, when you launch geck, you pick to load the mod you created instead of FalloutNV.esm, then the most important part is that you set it to active, meaning that if it's active, then all the work you do today will be saved with all the work you did yesterday. If you don't set it to active it will prompt you to overwrite the .esp an this will erase all the work you did yesterday. Link to comment Share on other sites More sharing options...
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