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Editing the model of an Activator


Jalex19

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I'd like to make an activator using a lamp model that's already in the game, looking at the Static object the model address is "clutter\junk\SSLamp02.NIF" - but since this is greyed out, I'm not able to enter this into the activator menu, and the physical file is locked away somewhere in the BSA I think? Is there a simple way to just point to this address?
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There are two ways to do this. One way is to make a zero length file using file explorer, with the right directory structure. Then you can use the file browser to select this one file. After you have used the file browser, delete the zero length file. For example, under fallout new vegas\data, create a new directory clutter, under that create a new directory junk, and then create a zero length file SSLamp02.nif. Remember to delete it after using the file browser.

 

Another way is to download Fallout Mod Manager (FOMM) and install it; then double click on the meshes.bsa file. This will launch FOMM and allow you to unpack all the thousands of files which are inside it. This should include the particular lamp you want, although it might be in "meshes 2.bsa". Then you can use any of the thousands of files.

 

Which one of these two methods you use is personal preference. I prefer to keep my bsa's unpacked in some other area so I use the first method; but most people probably use the second method.

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