lanceuppercut47 Posted August 2, 2011 Share Posted August 2, 2011 i'm using a mod and i'd like some help in making a patch for my own use in moving an item (gun) from its current location to an existing locker present in the vanilla game. anyone able to educate me on how to move it myself? or even able to do it for me? its moving this: http://www.newvegasnexus.com/downloads/file.php?id=36085 from its current location and adding it to where the gobi is and if its easy to do, move the mods from spawning at cliff's in novac to the gun runners and make them appear once you reach certain levels, is it form list, weapon list or something like that? thanks. Link to comment Share on other sites More sharing options...
Korodic Posted August 3, 2011 Share Posted August 3, 2011 you ever watched on of my tutorials on youtube? You'd be in episode/lesson 2. see here: For the quick answer, make a custom container ID (so you dont edit every container in the game) and then put the object into the container (double click the container, edit base), and then the container in the place you want it. Link to comment Share on other sites More sharing options...
lanceuppercut47 Posted August 3, 2011 Author Share Posted August 3, 2011 you ever watched on of my tutorials on youtube? You'd be in episode/lesson 2. see here: For the quick answer, make a custom container ID (so you dont edit every container in the game) and then put the object into the container (double click the container, edit base), and then the container in the place you want it.cheers, i'll check it out when i get home from work, however i don't want to create a new container, i want to use an existing one that's already there and potentially i might need to know how to safely delete the current locker that was added in, from the world. or, is it possible/easier to move the entire container to the sniper's nest, if so would the above link cover it. Link to comment Share on other sites More sharing options...
Korodic Posted August 3, 2011 Share Posted August 3, 2011 The problem with using the old container, is that it may be a generic container (meaning supplies in there are all randomly generated) and if it is a generic one, then there is likely to be 100 of the same container in the wasteland... so by editing the base of this 1 container you would be editing the other 100 as well. Unless it is a unique container already. As for the "sniper's nest" idk where that is lol There are 2 ways to delete things, from the render window, and from the object window. The object window removes the entire ID (every instance of that item in the game). The render window removes that particular object from the current cell. Each of these methods require severing the ties to any scripts or whatever that they may be apart of (so if by "safely" you mean not hurting any current thing it is attached to, then no you'd have to sever the ties. On another note... You can not move one object from a cell to another (as far as I know). You must delete the object and re-add it to another cell UNLESS you are in the Wasteland (because cells are attached to one another)... BUT you cannot move an object from the wasteland worldspace to an interior... I tried answering all aspects of that question, hope that got it. Link to comment Share on other sites More sharing options...
lanceuppercut47 Posted August 3, 2011 Author Share Posted August 3, 2011 The problem with using the old container, is that it may be a generic container (meaning supplies in there are all randomly generated) and if it is a generic one, then there is likely to be 100 of the same container in the wasteland... so by editing the base of this 1 container you would be editing the other 100 as well. Unless it is a unique container already. As for the "sniper's nest" idk where that is lol There are 2 ways to delete things, from the render window, and from the object window. The object window removes the entire ID (every instance of that item in the game). The render window removes that particular object from the current cell. Each of these methods require severing the ties to any scripts or whatever that they may be apart of (so if by "safely" you mean not hurting any current thing it is attached to, then no you'd have to sever the ties. On another note... You can not move one object from a cell to another (as far as I know). You must delete the object and re-add it to another cell UNLESS you are in the Wasteland (because cells are attached to one another)... BUT you cannot move an object from the wasteland worldspace to an interior... I tried answering all aspects of that question, hope that got it.mmm complicatey! i will have a look around GECK but that has always been a bit too complicated for me :) as far as i know its a "unique" container in that it always contains a specific item already and is 100 lockpick, i just wanted to add something to it. its located near cottonwood cove and always contains the gobi sniper rifle Link to comment Share on other sites More sharing options...
Korodic Posted August 3, 2011 Share Posted August 3, 2011 then get the ID of the chest, delete it, then place the same ID (in the object window, so it is the same chest...) over into where u want. Link to comment Share on other sites More sharing options...
lanceuppercut47 Posted August 3, 2011 Author Share Posted August 3, 2011 woohoo! i wasn't able to delete the existing container so i moved one of the gun's mods into there but left it as is with the 75 lock and was able to move the gun to the new location! however i set the condition to 0.1 yet its fully repaired in game :/ ok new question, how do i make it so items (the gun mods) start to appear at vendors (in this case gun runners only) at certain levels, in the same way you don't see the AMR till you've levelled up a bit etc. i only ever want one of the items to appear for sale and for it not to disappear during the vendor refreshes that sometimes happen when they get new stuff in. Link to comment Share on other sites More sharing options...
Korodic Posted August 3, 2011 Share Posted August 3, 2011 woohoo! i wasn't able to delete the existing container so i moved one of the gun's mods into there but left it as is with the 75 lock and was able to move the gun to the new location! however i set the condition to 0.1 yet its fully repaired in game :/ ok new question, how do i make it so items (the gun mods) start to appear at vendors (in this case gun runners only) at certain levels, in the same way you don't see the AMR till you've levelled up a bit etc. i only ever want one of the items to appear for sale and for it not to disappear during the vendor refreshes that sometimes happen when they get new stuff in. By making a "Leveled Item" (it's a container-LIKE thing in the object tree) Then placing the leveled item box-thing into the same container the vendor-in-question uses. Inside the leveled item box you should be able to control what level the object can start appearing. Link to comment Share on other sites More sharing options...
lanceuppercut47 Posted August 3, 2011 Author Share Posted August 3, 2011 woohoo! i wasn't able to delete the existing container so i moved one of the gun's mods into there but left it as is with the 75 lock and was able to move the gun to the new location! however i set the condition to 0.1 yet its fully repaired in game :/ ok new question, how do i make it so items (the gun mods) start to appear at vendors (in this case gun runners only) at certain levels, in the same way you don't see the AMR till you've levelled up a bit etc. i only ever want one of the items to appear for sale and for it not to disappear during the vendor refreshes that sometimes happen when they get new stuff in. By making a "Leveled Item" (it's a container-LIKE thing in the object tree) Then placing the leveled item box-thing into the same container the vendor-in-question uses. Inside the leveled item box you should be able to control what level the object can start appearing.could i add the weapon mods in question into pre existing vendor lists ("VendorWeaponsModGunsTier4" and they'll simply appear at that point along with the other usual mods that appear around that time, yes? how do i limit it so that only 1 of each item will ever spawn (theres no point it spawning more when i can only get 1 of these guns) also, how do i set "ownership" of an item, i pick up the gun from the locker but if i drop it on the floor, i then need to "steal" it to pick it up, which is weird. Link to comment Share on other sites More sharing options...
Korodic Posted August 3, 2011 Share Posted August 3, 2011 woohoo! i wasn't able to delete the existing container so i moved one of the gun's mods into there but left it as is with the 75 lock and was able to move the gun to the new location! however i set the condition to 0.1 yet its fully repaired in game :/ ok new question, how do i make it so items (the gun mods) start to appear at vendors (in this case gun runners only) at certain levels, in the same way you don't see the AMR till you've levelled up a bit etc. i only ever want one of the items to appear for sale and for it not to disappear during the vendor refreshes that sometimes happen when they get new stuff in. By making a "Leveled Item" (it's a container-LIKE thing in the object tree) Then placing the leveled item box-thing into the same container the vendor-in-question uses. Inside the leveled item box you should be able to control what level the object can start appearing.could i add the weapon mods in question into pre existing vendor lists ("VendorWeaponsModGunsTier4" and they'll simply appear at that point along with the other usual mods that appear around that time, yes? how do i limit it so that only 1 of each item will ever spawn (theres no point it spawning more when i can only get 1 of these guns) also, how do i set "ownership" of an item, i pick up the gun from the locker but if i drop it on the floor, i then need to "steal" it to pick it up, which is weird. Well you could add them to the list, however the existing list is shared by a few vendors usually. That's why I recommended adding it to a specific vendors container (if you double click the vendor, the "vendor container" tab or whatever should be there (you select them like a linked REF). Anyways yeah you can edit the chance and quantity of what shows up in the leveled item list. Link to comment Share on other sites More sharing options...
Recommended Posts