Jump to content

Help - Standalone legendary magnum 44 -


Halvaar

Recommended Posts

Howdy cryonuclear space cowboys from the past, fellow wanderers, ladies... Hi there !

 

 

So I've been texturing few files on my own game and released only one on Nexus. It's a simple retex (engraving) of the .44 Magnum. I wanted it to look like the mysterious magnum in FNV.

 

People asked me to make a standalone mod for this so I wanted to give the engraved texture ONLY on legendary Magnum (with special perks) and on Kellog's pistol (so I tried first with kellogg's pistol)

 

 

Since I'm a noob with modding I watched Daniel McGamer's vid (wich is very usefull and instructive to get the process but apply to clothing/armor) and this guide on Nexus.

 

So here's what I did (but It does just nothing in the game) :/

 

- Extracted 44 textures/materials/meshes/ with bae

- Edited paths with FO4EDIT (But I have lot of paths missing/string errors and can't get an ID for Kellogg's magnum as shown here too line 297) and created an .ESP ("copy as new record")

- Edited paths with Material editor

- Edited paths with Nifscope

(This way Textures/Materials/Meshes are loaded separately by the game and the mod is standalone)

 

http://tof.canardpc.com/preview2/2ccd9954-8f5d-46bd-9a69-dcbc63edbdde.jpg

 

but I really start to wonder if I'm doing it right, or if there are special thing I should know about making standalone weapons. I tried with a test texture when activating the .esp I made with FO4EDIT and nothing happens (of course :smile:

 

Since it's not creating a new object with it's own ID and can't find kellogg's pistol proper ID or apply Legendary spec to a magnum .44 I don't get how it can appear in the game.

I found this and this on reddit, but I don't want to use the console IG to find the weapon, I'd like to be able to buy some textured mysterious magnum in merchant or find it randomly

in the game but how can I do that ? I'm kinda lost !

 

If there's anyone whiling to help or give advise, link I'd be the happiest dude in the wasteland :smile:

First of all is it doable at the moment with no GECK ?

Edited by Halvaar
Link to comment
Share on other sites

"Since it's not creating a new object with it's own ID and can't find kellogg's pistol proper ID or apply Legendary spec to a magnum .44 I don't get how it can appear in the game."

 

If you read this right, you just want to retexture and not standalone? Yet your title ...

Standalone mod means you are creating a new job with its new ID.

Link to comment
Share on other sites

Nope I actually already made a mod that retexture all the magnums in the game. It works fine :wink: Simple retex that doesn't need an .esp.

Sorry but my English isn't that good !

 

 

I just want to give the engraved texture only on Legendary Magnums (including Kellogg's pistol) :smile: So in the item id has to have a prefix for the desired legendary item. no ?

As shown here and here (line 308>348 second column)

 

My problem is to create the new ID with prefix of the legendary effect.

 

here's the mm.esp (I created using FO4edit - "copy as new record") but it's an exact copy of the 44 magnum materials/meshes/texture folder. Except for the texture folder where I put my custom texture file.

 

Here's a screen of the my mm.esp (mm stands for mysterious magnum) in FO4Edit if it can help.

 

http://tof.canardpc.com/preview/ddd6fcbd-ca51-4666-b7c6-d82ea3ac18be.jpg

 

 

 

 

Here's the archive just in case

Edited by Halvaar
Link to comment
Share on other sites

I'm not entirely sure its possible as of yet to assign new textures to Legendary Variants, but if you get this working, oh boy will Nexus start blowing up. Perhaps if there was a way to make Legendaries call to a different, identical 44 model and have that model assigned your new texture.

Link to comment
Share on other sites

Yeah, maybe by creating a new object (.esp) for each desired effect

 

Example for explosive effect :

 

[basic .44 ID] [Explosive Fx prefix ID] = mysterious_magnum_explosive.esp (this .esp applies the custom engraved texture)

 

But I have no idea how to change the "new entry" ID in FOEdit

So... Yeah ^^ Thanks SlashSgt, it seems simple but the more I try the more I'm lost ;)

 

 

From what I understand you can mod a legendary item by > Going In game> Buy a normal .44>Drop it>Hold "e" to pick it up>open

console> "attachmod <ID>" or "amod <ID>"

 

But yeah... I'm lost ^^

Link to comment
Share on other sites

Now I understand. So you want a regular weapon to look different (with new texture) when it becomes legendary? It MAY be possible to do it without .esm but ... nobody knows how yet. Even FO4Edit doesn't ready all properties, and a lot of them are "Unknown strings".

If you just want 1 weapon, I suggest it is easier to make a standalone mod. Like clone the pistol and give it your texture. Btw, can you link your retexture mod? I may be interested.

If you want a weapon/armor to look "legendary" because it has a legendary attachment ... We all want to know too :)

Link to comment
Share on other sites

Hum yep ! That's what I want, sorry for my English :wink:

 

Any legendary .44 pistol = custom engraved texture

basic .44 pistol = basic texture

 

 

 

The link of the retex is the first link in first post or the first link in the 3rd post xD

(or just type Engraved 6 shots Magnum in nexus if you don't see links here)

 

Thanks guys !

Edited by Halvaar
Link to comment
Share on other sites

Firstly, I don't believe you can make a conditional that any legendary .44 will be your standalone weapon...

Because both the "legendary" and the model/nif file are attributes of the weapon... The model/nif cannot be an attribute of the a legendary modification (OMOD)...

At least to my knowledge. I am certainly no expert, but I have been able to take the baby rattle, export the nif/bgsm/dds files and create a standalone weapon I call the BattleRattle out of it. (hopefully posting this weekend here on nexus)

 

Quick look at your Download rar & esp file, it has several errors in it... Specifically:

 

#1: none of the "Full - Name" fields are filled out.

#2: The Model (MODL-Model Filename) is still pointing at the default NIF file rather than to your Weapons\mm\44.nif file.

#3: Looks like the main .44_d.DDS file in textures is the stock one ???

 

What you need to work on is this:

 

#1: Get rid of your errors and make the gun a complete standalone weapon. You probably can't find it in the game because it has no "Full - Name", so a "help name 4 weap" won't work.

 

#2: Once you get your errors out, and can find the gun in the game, the problem of having it drop from certain npc creatures/people you kill is a matter of edits on Leveled Item lists. If you want an example of how to do this, look at the Parang Machete. His esp file is quite simple... It has the weapon itself, leveled items that it will drop off of (including VL_Vendor_Weapon so it should show in vendor lists) and also has a nice Constructible Object that allows you to make the weapon on the Chem.Workstation.

 

Hope this helps get you going...

 

BTW, I love your texture and was wondering if I might use it in a future mod I am working on ... Please Message Me if this is okay... I think the perms on the download page on NMM said it is okay, but I always like to get permission directly from the author.

Edited by robtest
Link to comment
Share on other sites

Damn it, now you have gone and gotten my curiosity up ... :smile:

 

Looks like if you:

 

#1: create a totally new Leveled List in your Esp, with a new FormID# similar to the LL_44_Pistol with your WEAP in it.

#2: Copy as Override into your esp the LL_44 and modify it to contain your new leveled list with Level = 2 in the LVLO - Base Data

 

You might just get your gun to drop when a higher end .44 gun would drop... (Just my theory)

 

 

 

http://staticdelivery.nexusmods.com/images/1151/28481890-1452818439.jpg

Edited by robtest
Link to comment
Share on other sites

Hi Robtest ! You Sir, deserve a kudo first and and a fresh Nuka Cola :wink:

Can't wait to blow up every ghoul I meet with the baby rattle ^^ Use the texture if you want to ! I have new normal/bump map but I'll upload em when the standalone is out :wink:

 

Thanks for a such complete answer and thanks for taking time to have a look to the files in the archive !

And finally thanks for pointing me my mistakes ! I'm gonna try to correct it and redo all the modification from the beginning !

I should have more time today !

 

 

As I said I'm a super noob in modding and I'll have loads of questions especially regarding FO4Edit.

 

# 1 Concerning the full name and paths :

 

 

 

So far I only renamed all files in the explorer

http://tof.canardpc.com/preview/ed8faef1-7ff7-496c-a8d2-a81b37addb97.jpg

 

and pointed to the renamed files in nifscope and material editor

http://tof.canardpc.com/preview/ab802587-109b-4404-b35d-bde11759a9d1.jpg

 

http://tof.canardpc.com/preview/1edb11ad-be5f-4abc-9329-3d71c2bc06e6.jpg

 

Still a lot of questions on FO4EDIT

http://tof.canardpc.com/preview/6325ffbd-f9a6-4510-9d80-3020f00c813a.jpg

 

 

Doesn't look right... In a general way I'm gonna add all the files related to the 44. A bit complicated just to change few texture files ^^

 

# 2 The model filename is pointing to a 10mm dummy, I just thought I could use the vanilla dummy :3 do I have to copy this file too so the esp uses mine instead of vanilla ?

 

# 3 concerning the main texture 44_d.dds it's just a texture with green shi* on it for now only to test (it's actually the only file I edited in the archive). If this green s*** shows up in game on a .44

it's a win ^^

 

I didn't edited all the filenames for each files because, in the video I watched, it is said (from what I understood) that only the paths mattered. (but you can do it if you want to)

but for the sake of logic and organisation I'll do it :wink:

In the video, it applied for clothing/armor that doesn't use a dummy for animations + you can't attach scopes on hats ^^ I suppose you can but... well why not ?

Anyways,

 

I'll have a look at all this and try it again ! Maybe watch couple of video on the TESVEdit too that could help me understand a bit what I'm doing !

First objective is to make a simple standalone, the level list can be an great idea ! But simple things first I need to get this working :smile:

 

 

Thanks a lot for your help robtest !

Edited by Halvaar
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...