crimsonmatrix Posted March 19, 2016 Share Posted March 19, 2016 I've spent the last four months quietly absorbing as much information on Fallout 4 modding as I can, while quietly knitting away at a mesh for a pistol for Fallout 4. With the mesh now nearing a state I'm happy with (I shudder to say complete) I'm looking into testing it ingame, however I'm coming up to a roadblock. There are plenty of existing tutorials that have been very helpful, either demonstrating the workflow needed to take a static mesh into Nifskope and the game engine, or setting up stand alone mod ESP files. However, there's quite a lack of readily accessible tutorials and documentation for the workflow of taking a firearm mesh and turning it into a new standalone weapon in game. By now I've seen alot of standalone weapon mods float into the Nexus, so I feel there must me some information out there. I'm quite certain that with the information I already have I could probably have the meshes ingame and at least in a character's hands, however I doubt it would be anywhere near a playable state. I could easily copy over the values from the 10mm pistol or the Deliverer, however if the scale is off from either of those two, there's no telling if the magazine would line up, if the iron sights would even work, etc... While I've tried searching through these forums and through google aswell, there's very little concrete information out there, and a lot of chaff to sort through on the way. What I'm looking for is any information about creating a new firearm. What controls the alignment of the iron sights? How are the individual mod pieces put together in-game and what do I need to do in Nifskope to ensure they all appear as a solid firearm? What in the ESP files governs what mods the weapon can and can't have equiped? And so on. The more information, the better. Link to comment Share on other sites More sharing options...
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