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Help deleting entry in GECK for weapon replacer.


roboroller

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Hello everyone. I was wondering if I could get a little guidance for something I'm trying to do. I'm currently using Earache's MOGUNS vanilla weapons replacer available from the AWOP patches download, and while I generally love all the weapons that have been replaced, I would like to revert back to the vanilla Ranger Sequoia, Hunting Revolver, and Lucky as I love those guns and the replacer switches them with cartoonish revolvers that (while are very cool) I'd rather have the originals. I thought it might be as easy as going into FNVedit and deleting some things, but obviously not. While deleting the entry under the MOGUNS.esp did change the inworld apperance and stats of the guns back, the actual equipped models were the same as the replacers. Is there a way to muck about in NVedit or the GECK to switch back to just the vanilla versions of these three guns?
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Did you also delete any meshes/textures that are overriding the originals? The ESP will change things like stats, but the model and texture changes happens with modded textures and meshes. Find them in your data/meshes and data/textures folder and delete them to return those weapons to their original versions.
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I am thinking that it may just be a matter of using the original mesh and textures. You may have to extract them from the BSA weapons folder and place them in mesh and texture folders in your data folder. Then in arts and sounds in the weapon template you can set the path to those folders
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Okay, I deleted the meshes and textures for the replaced weapons, but now I just get the big red <!> I tried to "require" the game files for (in this case) the hunting revolver through steam, but that didn't seem to work either. The game is still trying to use the path to the deleted mesh for the hunting revolver. How do I get it to use the original mesh? I'm a total newb at this stuff and help would be appreciated. You guys have been awesome so far.
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Sounds like theres something in the MOGUNS esp thats still overriding the originals. I would suggest that you NOT use FNVEdit to remove those entries and instead, remove the specific modded entries from that esp with GECK (you'll still need to remove the replacer meshes and textures for those, as you have done). I would also start by disabling that mod and making a clean save without it, make your edits then re-enable it.
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I haven't used the GECK in a long time, but for whatever reason, it's not loading anything. I can set something up as an active file, but none of the windows are populating for anything. This is turning out to be way more frustrating than I thought. I'm about to just say screw it. Edited by roboroller
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I tried re-installing it (which simply amounted to deleting the GECK from the steam/steamapps/falloutnewvegas folder and putting it back in, correct me if I'm wrong, is there a different procedure?) and no go. GRRRR, this is really frustrating.
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Okay, I finally got the GECK up and running and did what you said Sunnie. I removed the referenced meshes and textures from the Data folder, deleted the entries for the Sequoia, Hunting Revolver and Lucky in the MOGUNS esp, but I'm still getting the <!>...I'm stumped. Any ideas?
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