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[REQ] Enclave officer uniform, reinforced


CornRegius

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I don't know where to find the meshes for the Enclave officer uniform and hat, so I can't do it myself.

 

These are the stats:

Name: Enclave officer uniform, reinforced

Light armor

DT: 16

Weight: 4.0000

Value: 1337

Health: 120

Effect: Energy Weapons +5, CHA +1

 

and for the hat:

 

Name: Enclave officer hat, reinforced

Light headgear

DT: 4

Weight: 1.5000

Value: 668

Health: 15

Effect: Energy Weapons +5, PER +1, Crit Chance +5

 

 

Please put both in a metal box in Chet's store in Goodsprings, and another set in one of the existing lockers in the Remnants Bunker.

Thank you very much in advance.

Edited by CornRegius
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Could be done in about 5 minutes in GECK, and half that would be waiting on it to load. XD

I don't know how to access the folder containing meshes for the armor already in the game, though, so I can't do it myself.

I'd appreciate it if someone told me how to do it.

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I got some time, so I'll go ahead and make a sort of mini-tutorial as I make this...(besides it'll give me a chance to do some things I've never actually done before)

 

To just add stats to items in GECK, just open GECK and click Open. Double click the mod whose items you want loaded (for this, it'll be FalloutNV.esm) so that the box next to it is checked. If there are more mods you want loaded, check those as well. Do not set any of them active, and click OK. (Setting a file as active means changes will be saved to it, we want to make our own new file, so we won't set anything active) Also, when loading a mod in GECK, take note of the list of masters on the right. These will be auto-loaded, so you don't have to check them.

 

Now hurry up and wait. (though I swear, the FNV GECK is considerably faster than FO3's)

 

In the object window you have a list of categories. Pretty straight forward there. Most of them have subcategories, but when you're looking for something specific it's best just to stick to the top level and use the Filter box, because sometimes items aren't where you expect.

 

Once you find what you want, double click it. If you want to just replace its in-game stats, edit away. If you want your changes to be a separate item, give it a new ID, then edit. These are just the stats for the item itself, the ability bonuses it gives are are an "enchant", which you'll see in the Object Effect dropdown. Make a note of its name so you can look it up later. When you're done just click ok. If you gave it a new ID, GECK will prompt you. Say yes, since we do want a new object. (btw, health 120 seems kinda low to me, but whatever)

 

Here's a screenshot of what your reinforced Enclave outfit should look like in GECK.

 

Side note:

If you want to change the mesh, then you'll need to actually have that mesh somewhere in your data folder. Vanilla meshes are contained in the bsa's, and GECK can't browse them so you can't switch one vanilla mesh (say, enclave officer) to another (like say, sexy sleepwear) unless you extract those meshes from the bsa. Not in GECK, anyway. TESnip (included with FOMM) allows direct editing of those fields and FNVEdit probably does too. I'm not a modeler though so I'm going to leave those alone, but if someone comes along to give you new meshes and textures you can just drop them in a folder under your data folder (doesn't really matter what the name is actually, it just helps organize things) then open your esp in GECK (remember to set it as active) and click that edit button and browse to where you put the mesh.

 

Anyway, now we go double-check that enchant. It's under Game Effects > Object Effects. Looks like it doesn't have all the stats you want, so we need to make a new one and add them. Give it a new ID and right click in the Effects list and hit New.

 

Scroll through the list until you find IncreaseCharisma and select it. Duration is unimportant since this is a worn item. Magnitude is how much you want to add. You said 1, so 1 it is. Click OK, and it's added.

 

Now we go back to the object we just made, change the object effect dropdown to the new enchant we just made, and boom--the uniform is done.

 

The same procedure applies to the hat, but I won't write all that down here. (though I did have to use the filter box to find it...so many hats!)

 

Now to make a container is something I've never actually done, but I figured it out soon enough, works pretty much like everything else. (Containers are under World Object > Container)

 

The really annoying part is actually placing the items in the world. Yeah, it's drag and drop to start, but then you have to tweak the position and I really hate that part (it's the least intuitive most clumsy thing ever). When I'm modding for myself I usually don't bother placing the items. I'm not going to go into detail about it here since I'm not very good at it and the actual GECK tutorial probably explains it better.

 

Oops, good thing I tested that. I didn't set the ownership on the locker (it defaults to NONE, which I guess is insufficient to prevent karma loss/stealing. Talk about non-intuitive. :confused:) . Back into GECK....

 

Anyway: I set the box in Chet's store to respawn, and both it and the locker in the Remnant bunker contain two of each item, just in case you lose them or need extras. Hopefully I've given you enough detail here that if I forgot anything, or if you want to change something, you can do it yourself. Knowing a little bit about GECK can save you a lot of time waiting for someone to come along and make a simple mod for you. Of course, it can also waste a lot of time as you start trying to fiddle with more and more things and get carried away... :teehee:

 

Attached is the ESP. Apparently you're no longer allowed to upload esps on the forum, oh well, here it is. Do whatever you want with it.

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