chucksteel Posted February 27, 2016 Share Posted February 27, 2016 (edited) for each weapon you need a weapon, projectile and explosion. A constructable object form if you want it constructable at a workbench. You now have the weapon but need to make the projectile. Worry about the explosion last. Edit: Weapons and projectiles are two different models and forms for each. Edited February 27, 2016 by chucksteel Link to comment Share on other sites More sharing options...
Gruffydd Posted February 27, 2016 Share Posted February 27, 2016 ... I don't know of the mods that have the posters your talking about. The highest-profile one I was thinking of was Better Stores.I'm sure I saw some others while I was poking around, to see if anyone else had done what I was planning on doing.Now that I know it's not supposed to be done, though, I shall refrain, and stick with just vanilla FO4 stuff for the one mod, or the entirely new stuff that I'm creating for my other mod. Link to comment Share on other sites More sharing options...
MLeonhardt Posted February 27, 2016 Share Posted February 27, 2016 It's a pretty widespread rule in general - a lot of companies do not allow content porting. Bethesda just happens to be one of them. We also do not allow ported content here unless the uploader had permission from the copyright holder of the material you want to use, of if the company has stated publicly that they allow "free use" - The Stalker and witcher games series are two examples of companies allowing content use. From our terms of service: Absolutely no copyrighted work is to be used without permission of the original creator. This includes content from other games, from DLCs, music creators or from other file authors. This also includes members from countries that do not recognise copyright laws.All files uploaded must have been created by the uploader or used with permission from the original author of the content. Such permission must be indicated in the Readme text attached to the file and/or on the Description page (or in the Description field for images), and must be obtained in advance, before uploading the file. If you cannot provide proof of consent then your file will be removed and your account is likely to be banned.Always provide appropriate credit to authors who have given you permission to use their content in your files both within the file description and within your file readme, even if said content was published as free to use. What about the "A Tale of Two Wastelands" mod for New Vegas?Did that get taken down? Link to comment Share on other sites More sharing options...
TheVampireDante Posted February 28, 2016 Share Posted February 28, 2016 What about the "A Tale of Two Wastelands" mod for New Vegas?Did that get taken down? We don't allow hosting of the actual project here. Link to comment Share on other sites More sharing options...
GLITCHEDMATRIX Posted February 28, 2016 Author Share Posted February 28, 2016 The bottle shape I am using isn't patented lol That is all I am using and the rest is created by combinations of effects and custom texture coloring. Link to comment Share on other sites More sharing options...
GLITCHEDMATRIX Posted February 28, 2016 Author Share Posted February 28, 2016 (edited) for each weapon you need a weapon, projectile and explosion. A constructable object form if you want it constructable at a workbench. You now have the weapon but need to make the projectile. Worry about the explosion last. Edit: Weapons and projectiles are two different models and forms for each.I just went ahead and overrided the molotov and a few properties just to make an example of what I wanted it to do. Idk how to make it a standalone but eventually I will make it constructable but if it violates policy since it is inspired from a different game, I won't worry so much about making it realistic, I can go with this over the molotov without a problem. Thanks for your time and patience. https://www.youtube.com/watch?v=BS9rt-ifjKs&feature=youtu.be Edited February 28, 2016 by GLITCHEDMATRIX Link to comment Share on other sites More sharing options...
chucksteel Posted February 28, 2016 Share Posted February 28, 2016 in FO4edit copy all the records you did overrides on as new records into your .esp. Make sure the new weapon uses the new Projectile and the new projectile uses the new explosion. After you have that done you can delete the overrides and you'll have a stand alone. copy the constructable object form for the Molotov as a new record into your plug-in and tell it to create your new weapon. Link to comment Share on other sites More sharing options...
GLITCHEDMATRIX Posted February 28, 2016 Author Share Posted February 28, 2016 in FO4edit copy all the records you did overrides on as new records into your .esp. Make sure the new weapon uses the new Projectile and the new projectile uses the new explosion. After you have that done you can delete the overrides and you'll have a stand alone. copy the constructable object form for the Molotov as a new record into your plug-in and tell it to create your new weapon.I tried that before but it didn't work, don't I have to create some sort of bgsm file? Link to comment Share on other sites More sharing options...
chucksteel Posted February 28, 2016 Share Posted February 28, 2016 when you hit copy as new record (I do one record at a time) It will ask for a new name, (give a custom name specific for your mod) Next it will ask which plugin to save it in. (Choose yours or New) finish all your new records and go to you plugin and your records will be there in Bold Black. Make what ever edits to them you need the exit and save. Link to comment Share on other sites More sharing options...
GLITCHEDMATRIX Posted February 28, 2016 Author Share Posted February 28, 2016 Since its a new record I assume for it to function properly I wpuld need to add every file associated with it even if I am not changing them? Link to comment Share on other sites More sharing options...
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