tomomi1922 Posted January 25, 2016 Share Posted January 25, 2016 For purpose of learning, I tried to create a fast light saber (mod here on Nexus). A light saber with FAST speed (instead of MEDIUM). Trying DNAM string failed. I went to clone a Combat Knife and replaced texture with Light Saber content. Unlike Armor, FO4Edit doesn't require to add AmorAddon (AA) or another extra work for weapons. I am able to create a new Light Saber that has FAST in game description. Problem: the Combat Knife mesh texture still remains. It is like I am holding the Light Saber hilt and the combat knife molded into each other at once. It is not that obvious, but for the shake of knowledge, this is unacceptable (what if I clone a baseball bat, the clipping is going to be too obvious). So can someone help me to figure out how to remove the original Combat Knife mesh? I found all mesh path on FO4Edit (total of 2) that I replaced with the Light Saber mesh. This new light saber works well as intended (retains all the sound and look of the original mod, but still can't quite tell if it is really faster in game). Link to comment Share on other sites More sharing options...
Junnari Posted January 25, 2016 Share Posted January 25, 2016 The combat knife consists of two pieces, the blade and handle, which are set as separate meshes. This is so that the knife can be modified at workbench to serrated and stealth blade which require mesh swap. Based on what you said, I'd assume that you didn't modify the blade mod entity, just the weapon, which would leave the blade in place. Check the parts/combinations section below the keywords, you should find some lists with mod_CombatKnife... or similar editorID's.To hide the blade, you should only need to make a new copy of the blade mod into your esp, assign that in place of the original and remove the model component from the mod. This should result in the blade mesh not appearing anymore, whilst still leaving possibility to add mods to your saber. Link to comment Share on other sites More sharing options...
tomomi1922 Posted January 25, 2016 Author Share Posted January 25, 2016 (edited) The combat knife consists of two pieces, the blade and handle, which are set as separate meshes. This is so that the knife can be modified at workbench to serrated and stealth blade which require mesh swap. Based on what you said, I'd assume that you didn't modify the blade mod entity, just the weapon, which would leave the blade in place. Check the parts/combinations section below the keywords, you should find some lists with mod_CombatKnife... or similar editorID's.To hide the blade, you should only need to make a new copy of the blade mod into your esp, assign that in place of the original and remove the model component from the mod. This should result in the blade mesh not appearing anymore, whilst still leaving possibility to add mods to your saber. Thanks. I just commented on your bow mod. I didn't do much. I can clone a weapon, instead of new esp I put it in WLightsaber.esp, within, trying make sense of all the strings and copy as much as I can from Lightsaber to the new combat knife. So according to you, there are 2 different knife weapon inside Fallout4.esm? Are they inside Weapon section or outside (like Armor has Armor Addon in a different section). Under "KWDA - Keywords", Combat Knife has 6 strings, while Saber has 5. The extra string is "Anims1hmShortWeapon [KYWD:000D20A6]" ... I wonder if this means I get extra animation, or like you said .... points to the blade or such. This is so much digging. I think I have to dig in the Misc section as it seem to contain weapon mod info as well. But for weapon you already know,, can you should me a few pointers to edit them? Like where do you find the receiver, and the barrel, grip, etc.... This can prove extremely useful to me. Thanks in advance. Edited January 25, 2016 by tomomi1922 Link to comment Share on other sites More sharing options...
Junnari Posted January 26, 2016 Share Posted January 26, 2016 (edited) http://imgur.com/a/Jd0JW There is a single knife weapon, which has a blade mod attached to it. However both the main weapon and the blade mod have own models designated to them (displayed in the images as 1 and 3), so if you only changed the mesh for the handle, the blade still remains and vice versa. To get rid of the blade, do this: Select the copied knife weapon Scroll downwards until you can see the mod attached to the knife in the parts section (displayed in the images as 2) Copy the FormID in the mod name, 0017650C in this case. Paste the ID into the FormID search bar and press enter, this will select the default blade mod. Clone the mod entity as new record into the esp. Remove the model component from the cloned mod (displayed in the images as 3) Copy the FormID/reference of the cloned mod, this should look something like mod_melee_Knife_NullB "No Upgrade" [OMOD:00000815] , and replace all the old mod references in the weapon parts section with the new mod's reference. The blade should no more display mesh for itself, however you can still replace the invisible blade with the original blades which still have the blade visible. If you want to prevent users from changing the blade, you'll need to replace the MNAM Keyword ma_Knife [KYWD:00187A0B] for the weapon and mod with a new keyword so that they will no longer be considered as Combat knife and its mod, but as different weapon. Edited January 26, 2016 by Junnari Link to comment Share on other sites More sharing options...
tomomi1922 Posted January 26, 2016 Author Share Posted January 26, 2016 (edited) You have no idea how long it took me to find this thread again. Doesn't remember the exact title makes it even harder. Almost feel like it was deleted. But I find no reason why admin would delete this. Looking into "my content" somehow does not have this thread shown up.I am glad to find it again, and will do something with what you wrote. :smile:_______________UPDATE: After a lot of real life distraction, I finally got what I wanted to do. I did find the new blade (I named it SaberBlade) and remove the nif link entirely (left it blank). And made sure the SaberKnife (clone of Combat Knife) points to the new clone of SaberBlade instead of the default Blade. Result: no change. Maybe I should make an empty .nif, or delete the entire section in SaberBlade. Personally it doesn't look that bad. If you don't know better, you may think this is part of the device that emits the energy beam for this plasma based weapon. But for the sake of learning, I just want to get it right.Included is the screenshot. And geez, why does the graphic look so bad here, my game graphic looks gorgeous. http://steamcommunity.com/sharedfiles/filedetails/?id=609449928But regardless, thanks for your help. At least you pointed me at the right direction. And maybe I will PM you for more discussion. It is not easy to trace my old thread. Edited January 27, 2016 by tomomi1922 Link to comment Share on other sites More sharing options...
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