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Weapon Replacing


vaultboy0

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Hiya guys!

 

I'm looking to do some personal modding, but I am rather new at this. My goal right now is to replace vanilla weapons with more classic weapons, such as replacing the vanilla AEP7 laser pistols with Wattz 1000 Laser Pistols from FO1 and 2. But I have no idea where to start and exactly how to do this. Can anybody set me off in a direction or give some tips or perhaps link me to a tutorial?

Edited by vaultboy0
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Before I start, it's probably for the best that you take some time to poke around in the GECK. When you start it up, go to File > Data and enable FalloutNV.esm to load all the vanilla files. Most if not all of the work is going to be in the Object window. Don't worry about the other two windows.

 

Now, with that out of the way:

 


  1.  
  2. First off, you're going to need the new materials (meshes, textures, and sounds if you want) for the replacers. Materials from FO3 mods are compatible with NV. Put them all in /Fallout New Vegas/Data/.
  3. Once you have the meshes, go into the GECK. Load up FalloutNV.esm.
  4. In the Object window, go to Item > Weapon. Select the weapon you want. Here you can tweak the damage, spread, rate of fire (automatic weapons only) and various other stats. When in doubt, don't f*** with it.
  5. Go over to the "Art and Sound" tab. Change "Model" to the new mesh. It'll automatically apply the proper textures. Set "1st Person Model Object" to "NONE" (it's at the top of the list).
  6. Certain replacers (such as the laser pistol you mentioned) might require changing certain animations (recoil anim expecially). Just find another gun that has the animation your looking for, and copy the relevant settings.
     

 

Come back if you have any trouble.

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Thanks asdfzxc!

 

That's what I thought I should do. But I wasn't completely sure.

 

So I basically just change all info of the weapon I choose to the info that the new weapon uses(Which I suppose I can look up in the new weapon's .esp.)

 

Then, I'd just save it as en esp.

 

Also, just to be sure, the new textures will be set automatically? No paths need to be set or anything? And could you explain what is the purpose and effect is of changing "1st Person Model Object" to "NONE"?

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The new textures should be set automaticly if you extracted the .nif files form your fallout 3 BSA meshes.

If not, you could always use a texture set on the wepon.

 

Also , you might wish to checkaround the nexus, I belive someone had made / was making a mod like this one :)

they might be able to give you some pointers.

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Thanks asdfzxc!

 

That's what I thought I should do. But I wasn't completely sure.

 

So I basically just change all info of the weapon I choose to the info that the new weapon uses(Which I suppose I can look up in the new weapon's .esp.)

 

Then, I'd just save it as en esp.

 

Also, just to be sure, the new textures will be set automatically? No paths need to be set or anything? And could you explain what is the purpose and effect is of changing "1st Person Model Object" to "NONE"?

"1st Person Model Object" makes the weapon use a different set of textures in first person (usually a higher quality version of the default textures). It's a pain in the ass to set up properly and most sane people just use the same textures for first and third person.

Edited by asdfzxc
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But how will vanilla weapon mods work on the new weapons? What effects will they have? Will they just change the mesh?

 

Also, what If I also want to replace a mod? For example, if I replace the vanilla laser rifle with the Wattz 2000 laser rifle, and I already have a "classic" scope data files (Fit especially for the Wattz), how can I make that work to for the Wattz 2000?

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