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Adding Mod weapon to Grunt FormList


jiangx18

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So I did some snooping on how to add weapon from mod to Perk Formlist and here's what I did.

 

Goal: Add several mod weapons to the grunt perk (Ruger 556, HK416, CZ-805, L96A1)

 

What I did: - Use GECK, load up all the main esm. (FalloutNV.esm is not check by default, so I didn't bother opening it)

- Set Ruger 556 as active file (Just by itself)

- In the object window, open up the formlist and find the gruntperkformlist in a separate window

- Then find the Ruger mod gun, drag it to the gruntperkformlist window

- click OK, save, and close,

- Lunch game via Mod manager, check stats, works!!

What went wrong:

- when I proceed to do the same for HK416 (Set HK416 as active file)

- After repeating the above step, the HK416 is affected by the perk but Ruger 556 is NOT anymore. Somehow the change made to HK416 overwritten Ruger 556

- Then I proceed to open up all weapon mods in GECK, set Ruger 556 to active again. This time, drag all mod weapon in the object window to the formlist window.

- save, close, but game won't launch and say missing master, check load order.

 

I fix this by disabling all mod then active them one by one accept for the Rugger 556(I have to reinstall it), then game works again, but all changes are gone.

 

So what I need help is, how do I add all those weapons to the gruntperkformlist without messing up my game?

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If you're working with multiple weapons (either one at a time or as part of a pack), you need to do it via quests and scripting. If you use Weapons Of The New Millenia, take a look at the scripting there to figure it out. It's really easy to do unless you're prone to typos.

 

I downloaded and installed the weapons separately. Also, I'd like to note that I am very new to use GECK. I just use GECK to tweek the mods for my liking.

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If you're working with multiple weapons (either one at a time or as part of a pack), you need to do it via quests and scripting. If you use Weapons Of The New Millenia, take a look at the scripting there to figure it out. It's really easy to do unless you're prone to typos.

 

I downloaded and installed the weapons separately. Also, I'd like to note that I am very new to use GECK. I just use GECK to tweek the mods for my liking.

 

In that case... >.> Use FNVEdit to condense the individual mods into a single .esp (I've done it myself with my standalone weapon/armor mods). It'll -really- cut down on your load order (how many of his weapon mods are you running?), and make the relevant quest/script combo a lot easier to work with since you'll only need to do it once.

 

If you want an example of how to make the quest/script combo, check the conversion tutorial I made for CaliberX. The only difference is subbing out "startquest (QuestNameHere)" with "AddFormToFormList (Weapon FormID here) (Grunt perk list here)" after the initial StartQuest line that kicks everything off.

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