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Adding Custom Models


TrooperScooperMKII

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You add custom content to the GECK by placing assets in the appropriate location under the "Data" folder.

 

Meshes (e.g. models or NIF files) go under the "Data\Meshes" folder.

Textures (e.g. DDS files) go under the "Data\Textures" folder.

 

The assets "could" be packaged up into a single BSA (Bethesda Archive) or they can be left in extracted form.

 

LHammonds

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You said "add custom models" which does not imply "unpacking" of anything that shipped with the game.

 

It would be a good idea to unpack the meshes and textures that comes with the game so you can see how they organized their files but I'd unpack it to an unused area just for referencing.

 

You need to create the appropriate folder structures if it is the 1st mod you are creating.

 

If you have installed mods created by other people, you will likely have many of those base folders created already.

 

It is recommended that you keep your project files under your own project name.

 

Example, if your mod is called "StickFigures", you might want to organize the files as such:

 

Data\Meshes\Armor\StickFigures\*.nif

Data\Meshes\Weapons\StickFigures\*.nif

Data\Textures\Armor\StickFigures\*.dds

Data\Textures\Weapons\StickFigures\*.dds

Data\StickFigures.esp

Data\StickFigures Readme.txt

 

LHammonds

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the esp file, is how the game reads the resources

this is where all the game is, the scripts, places, characters, quests, all of it

 

so you need to create your items in the GECK, for the game to read them

 

what doesn't show up in the GECK??

because if, for instance, you have made new meshes and textures for guns, you need to actually create the guns using the GECK, in order for you to have them playable

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Typically, you double-click on a similar weapon and change the Form ID and save it...which will create a new Form ID. Then you click the button that chooses the model and point it to the path where your new gun model is residing. I do not know for sure, but I am guessing that when you click the button, it opens up a file browser that starts in the "Data\Meshes\Weapons" folder. If that folder does not exist, it might default to just the "Data\" folder.

 

If you are very new to all this, you might want to test out the overall process by using assets that came with the game to avoid potential problems with the NIF and DDS files themselves. Create a place holder if you will for your new weapon and copy a NIF from the game to your desired location. If you can get THAT model selected and placed in the game, the next step would simply be to replace that NIF file with your custom gun. If it does not work, you know it is not a problem with the plugin but the NIF you placed there or the related DDS texture.

 

For example, if you are wanting to put a new knife in the game, first, copy a knife model that comes with the game to your desired end-result:

 

Copy "FO3 Export\out\Meshes\Weapons\Knife.nif" to "Data\Meshes\Weapons\MyMod\MyKnife.nif"

 

Create a new plugin and edit an existing Knife weapon and give it a new form ID (such as MyKnife). Then change the model it uses to your "Data\Meshes\Weapons\MyMod\MyKnife.nif"

 

Add it to a vendor or location somewhere or have it auto-add to your inventory.

 

Start FO3 and see if your new knife works as it should. If so, then you got yourself a good-working plugin.

 

The only thing to do now is to replace the "MyKnife.nif" file with your custom model. Test it in-game to see if the model works correctly. If not, the only thing you need to do is troubleshoot the NIF and/or DDS files.

 

LHammonds

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