Rainmaker91 Posted May 15, 2011 Share Posted May 15, 2011 I was wondering if anyone might be interested in a civil war winchester "Henry" rifle. I have made one based on the Lincoln rifle from fallout 3, just wanted to check the water if anyone actually would be interested in this mod. I have made it with textures in size 2048x2048 and I am trying to make it look as genuine as possible. the only thing I might need to change is the wooden handle around the barrel. the rifle will be using .44 magnum rounds and deliver damage somewhere between the trail carbine and the brush gun. so would anyone be interested in this mod? PS: I know the textures still needs a bit tweaking Link to comment Share on other sites More sharing options...
Moraelin Posted May 15, 2011 Share Posted May 15, 2011 IMHO just upload it and see if it gets downloaded. More people look there than take surveys on the forums. My opinion is that the texture doesn't look bad at all, so it probably will get downloaded quite a bit. Link to comment Share on other sites More sharing options...
Rainmaker91 Posted May 15, 2011 Author Share Posted May 15, 2011 IMHO just upload it and see if it gets downloaded. More people look there than take surveys on the forums. My opinion is that the texture doesn't look bad at all, so it probably will get downloaded quite a bit. Sounds good. However I still cant figure out how to actually include the rifle in the game, so far I have been using some of the other mods on the net and just re textured the Lincoln rifle just to check how the textures look in the game. Link to comment Share on other sites More sharing options...
Moraelin Posted May 15, 2011 Share Posted May 15, 2011 (edited) Well, if you didn't actually change the mesh, and the mesh is already included in Fallout NV, the easiest way is that your mod is really just a texture. Define a new texture set for that gun in the GECK, define a new gun record, click on the model button and apply your new texture set on the available gun parts. Ok, that was the condensed version. Don't worry if it sounds Chinese. Here comes the slow version. 1. Start the GECK (be sure to use the 1.3 GECK), load just the FalloutNV.esm 2. Look under Texture Sets. In the ideal case you should find exactly the first person record for the gun you're trying to change. If not, pick another one. Double-click it. Change its form ID to something of your own. E.g., "__1stPersonHenryRifleTexture". Hit OK. The game will ask you if you want to create a copy under that new name. Say "Yes." Now you have a texture set of your own, and it inherited the textures from the old one. Remember that technique, we'll be using it lots. Double-click the new record, and look at that table of sorts. You see entries for the texture, the normal map, etc. Set your own there, clear the fields you don't want to use at all. E.g., if the old gun has a bump map, leave it there if you want your own to have the same, replace with your own texture path if you want your own bump map, or clear it completely if you don't want a bump map at all. Hit OK. (If your gun uses more than one texture set, e.g., one for the gun and one for the clip, repeat this step for all of them. Or at least all you've changed.) 3. Now before we get further, all weapons (and most armours) also have a first person "static" record. That's the object you'll see when your player char has that weapon or armour equipped. It's like that so you can have a high-def texture when you're holding it a few inches from your face, as opposed to when you see it on some raider from 100 ft away. BTW, the "1stPerson" name is misleading. It's used for stuff you equipped even when you look at yourself in third person. Since you're making a new weapon, not a replacer, we'll need to duplicate a first person record and make it look like your gun. Again, look for one under Static. Ideally, the one for the gun you're modifying, but otherwise just pick any other rifle. Duplicate the record like above. Open the copy. Now you'll see that next to the Model field there's an "Edit" button. Click it. Above there's another "Edit" button, if you actually want to change the 3d mesh file. If you are editing a copy of exactly the gun you want to change, it will probably already be the right one, in which case you can just leave it alone. If not, you'll need to actually load the right .nif file here. Under that there's a list of the mesh parts defined in the .nif, and likely some texture is already applied to them. Assign the apropriate texture set you just defined for all of them. (Or at least the ones you changed.) Hit OK. 4. Now you're ready to actually define the new gun. Hold in there, we're getting close. Find the gun you're changing -- or, again, some other rifle -- and duplicate that record. Edit the duplicate. Set the name, damage, ammo, etc. Hit the Edit button for the world model, on the Art And Sound page. The dialog looks just like the one you just updated in the 1stPerson statics, and works just the same too. Do what you've just done there. Assign your newly created 1stPerson static model by just picking it from the dropdown box under the world model. Hit OK. 5. Now so far you have a weapon, but no way to get it in the game. (Well, short of using the console and player.additem, but players tend to be fussier these days;)) There are more ways to do that, but let's say we just want to give it to some shopkeeper to sell. Again this too can be done in more than one way, so I'll just pick a random one. Look under containers. Duplicate some crate or such that already looks like you want, just like we've been duplicating everything else. Double-click the copy, delete its old contents. Drag and drop your newly minted weapon record into that contents list. Set the number of copies that you want to sell, the condition, etc. (You can sell the weapon pre-damaged if you want to.) Hit OK. Now find the interior of some shop in the list in the panel in the lower right. Double click it, so you can see that map in the render window. Zoom, drag, etc, until you find a good place for your crate. Drag and drop your newly created crate from the container list into the render window. Now find it in the list of contents of that map, edit it, and position it just right in the shop. (Crates floating in the air tend to break suspension of disbelief, unless it's a Twilight Zone themed mod;)) Or you can just be evil like me, and give it some -30000 coordinate on Z, so it's buried deep and good. That means the player can't get to it to just loot it, and must fork over the bottle caps to buy it. Assign ownership of that placed crate to the shopkeeper, from one of that pages of that edit dialog. If it's lootable, not buried, then you may also want to make it locked. Even if it's just a symbolic Very Easy lock that can be picked even at zero skill. 6. Save, and pick a name for your new mod, if you haven't done so already. Congrats, you now can just go there in-game and buy your newly minted gun. PS: if you upload it, please consider also writing a short readme that tells the player what it is, and where can he/she get it in the game. Edited May 15, 2011 by Moraelin Link to comment Share on other sites More sharing options...
Rainmaker91 Posted May 16, 2011 Author Share Posted May 16, 2011 Well, if you didn't actually change the mesh, and the mesh is already included in Fallout NV, the easiest way is that your mod is really just a texture. Define a new texture set for that gun in the GECK, define a new gun record, click on the model button and apply your new texture set on the available gun parts. Ok, that was the condensed version. Don't worry if it sounds Chinese. Here comes the slow version. 1. Start the GECK (be sure to use the 1.3 GECK), load just the FalloutNV.esm 2. Look under Texture Sets. In the ideal case you should find exactly the first person record for the gun you're trying to change. If not, pick another one. Double-click it. Change its form ID to something of your own. E.g., "__1stPersonHenryRifleTexture". Hit OK. The game will ask you if you want to create a copy under that new name. Say "Yes." Now you have a texture set of your own, and it inherited the textures from the old one. Remember that technique, we'll be using it lots. Double-click the new record, and look at that table of sorts. You see entries for the texture, the normal map, etc. Set your own there, clear the fields you don't want to use at all. E.g., if the old gun has a bump map, leave it there if you want your own to have the same, replace with your own texture path if you want your own bump map, or clear it completely if you don't want a bump map at all. Hit OK. (If your gun uses more than one texture set, e.g., one for the gun and one for the clip, repeat this step for all of them. Or at least all you've changed.) 3. Now before we get further, all weapons (and most armours) also have a first person "static" record. That's the object you'll see when your player char has that weapon or armour equipped. It's like that so you can have a high-def texture when you're holding it a few inches from your face, as opposed to when you see it on some raider from 100 ft away. BTW, the "1stPerson" name is misleading. It's used for stuff you equipped even when you look at yourself in third person. Since you're making a new weapon, not a replacer, we'll need to duplicate a first person record and make it look like your gun. Again, look for one under Static. Ideally, the one for the gun you're modifying, but otherwise just pick any other rifle. Duplicate the record like above. Open the copy. Now you'll see that next to the Model field there's an "Edit" button. Click it. Above there's another "Edit" button, if you actually want to change the 3d mesh file. If you are editing a copy of exactly the gun you want to change, it will probably already be the right one, in which case you can just leave it alone. If not, you'll need to actually load the right .nif file here. Under that there's a list of the mesh parts defined in the .nif, and likely some texture is already applied to them. Assign the apropriate texture set you just defined for all of them. (Or at least the ones you changed.) Hit OK. 4. Now you're ready to actually define the new gun. Hold in there, we're getting close. Find the gun you're changing -- or, again, some other rifle -- and duplicate that record. Edit the duplicate. Set the name, damage, ammo, etc. Hit the Edit button for the world model, on the Art And Sound page. The dialog looks just like the one you just updated in the 1stPerson statics, and works just the same too. Do what you've just done there. Assign your newly created 1stPerson static model by just picking it from the dropdown box under the world model. Hit OK. 5. Now so far you have a weapon, but no way to get it in the game. (Well, short of using the console and player.additem, but players tend to be fussier these days;)) There are more ways to do that, but let's say we just want to give it to some shopkeeper to sell. Again this too can be done in more than one way, so I'll just pick a random one. Look under containers. Duplicate some crate or such that already looks like you want, just like we've been duplicating everything else. Double-click the copy, delete its old contents. Drag and drop your newly minted weapon record into that contents list. Set the number of copies that you want to sell, the condition, etc. (You can sell the weapon pre-damaged if you want to.) Hit OK. Now find the interior of some shop in the list in the panel in the lower right. Double click it, so you can see that map in the render window. Zoom, drag, etc, until you find a good place for your crate. Drag and drop your newly created crate from the container list into the render window. Now find it in the list of contents of that map, edit it, and position it just right in the shop. (Crates floating in the air tend to break suspension of disbelief, unless it's a Twilight Zone themed mod;)) Or you can just be evil like me, and give it some -30000 coordinate on Z, so it's buried deep and good. That means the player can't get to it to just loot it, and must fork over the bottle caps to buy it. Assign ownership of that placed crate to the shopkeeper, from one of that pages of that edit dialog. If it's lootable, not buried, then you may also want to make it locked. Even if it's just a symbolic Very Easy lock that can be picked even at zero skill. 6. Save, and pick a name for your new mod, if you haven't done so already. Congrats, you now can just go there in-game and buy your newly minted gun. PS: if you upload it, please consider also writing a short readme that tells the player what it is, and where can he/she get it in the game. thanks for the help, It looks like I finally finished it. I will be uploading it as soon as I have tested it sufficiently. BTW, how do I find out the item code for the weapons I just added? I ended up making a unique version of the gun as well, with the theme "for Honorably Military Service" based upon the honorably service medal in the U.S. army. some pictures: Link to comment Share on other sites More sharing options...
Moraelin Posted May 16, 2011 Share Posted May 16, 2011 Just expand that column in the list. Link to comment Share on other sites More sharing options...
Rainmaker91 Posted May 16, 2011 Author Share Posted May 16, 2011 (edited) The mod works perfectly with a minor setback, the rifle does not show the textures I want when it lays on the ground, it shows the original Lincoln textures. Fixed, apparently I overwrote the textures using the .nif file as a world model instead of leaving it empty. Edited May 16, 2011 by Rainmaker91 Link to comment Share on other sites More sharing options...
Rainmaker91 Posted May 16, 2011 Author Share Posted May 16, 2011 and... published: http://newvegasnexus.com/downloads/file.php?id=41829 Link to comment Share on other sites More sharing options...
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