enroger Posted December 12, 2010 Share Posted December 12, 2010 Just checked geck don't have an option to spawn object by explosion, but FO3edit has this option. So you'll have to use FO3edit for it and write the script in geck. To create a new projectile in FO3edit, just pick a vanilla projectile, rclick and choose copy as new record, follow the instruction to rename it and dump it in your file or a new file, do the same thing with explosion. Now you have custom projectile and explosion, In projectile property: click FLAG to edit it, put a tick next to explosion. Once you done edit the explosion box in projectile to point to your custom explosion. In explosion property: look at the bottom INAM placed impact object, edit it to point to your marker object. Hope it helps, you can also dl some other mods (satellite nuke strike...etc) and look into their file, thats how I learn about it. Hope it helps. Link to comment Share on other sites More sharing options...
ZeroCore Posted December 12, 2010 Author Share Posted December 12, 2010 Just checked geck don't have an option to spawn object by explosion, but FO3edit has this option. So you'll have to use FO3edit for it and write the script in geck. To create a new projectile in FO3edit, just pick a vanilla projectile, rclick and choose copy as new record, follow the instruction to rename it and dump it in your file or a new file, do the same thing with explosion. Now you have custom projectile and explosion, In projectile property: click FLAG to edit it, put a tick next to explosion. Once you done edit the explosion box in projectile to point to your custom explosion. In explosion property: look at the bottom INAM placed impact object, edit it to point to your marker object. Hope it helps, you can also dl some other mods (satellite nuke strike...etc) and look into their file, thats how I learn about it. Hope it helps. FO3edit is free I hope. Also, if I make a mod in FO3edit, will I need FOSE to run it, or should it run smoothly by itself for something like this? Link to comment Share on other sites More sharing options...
enroger Posted December 12, 2010 Share Posted December 12, 2010 Its free, and no fose needed. But Its hard to say if the rest of your script need fose though, Link to comment Share on other sites More sharing options...
ZeroCore Posted December 13, 2010 Author Share Posted December 13, 2010 Its free, and no fose needed. But Its hard to say if the rest of your script need fose though, Okay, I now have the newest version of FO3edit for, well, fallout 3. Now, could you please give me a walkthrough of how to set up an explosion property for a custom piece of ammunition (I have a custom piece of ammo in the ammo folder already, so I can use that. I can't figure out how to edit an explosion property with FO3edit though)? Link to comment Share on other sites More sharing options...
enroger Posted December 15, 2010 Share Posted December 15, 2010 Explosion, ammo and projectile are three separate object as far as geck/fo3edit is concerned. You need to create custom type for all three. Explosion type is set in projectile, not ammo. Go to you custom projectile, mess around and you'll see. Download ghost armor hgec, it has a sate-comm nuke strike script in it that has everything you need. I'm learning from that one too. One thing: editing in geck will always reset the explosion spawn object to none, make sure after geck work you use fo3edit to add it again, Its very annoying... Link to comment Share on other sites More sharing options...
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