majorm Posted August 11, 2011 Share Posted August 11, 2011 I want to create a mod i can load that limits weapons used in the game. I dont particularly like the energy weapons so i want to basically remove those in favor of some new weapons from other peoples mods. (With their permission of course) That leads me to another issue. How can you extract a single weapon from a mod that has a few in it? Most of the mods i like have as many or more guns id rather not have to filter through. The second part id like to change is to add some new factions that use certain armors that can then be placed in the "world". If it would be easier i would be open to replacing some of the animals with people to create a faction instead. I really want some more foes that shoot back in the game vs mutant whatevers. Just think how much more difficult it would be if factions had sniper teams patrolling their areas where the attack you from long range. It would give a whole new side to the game where you really had to watch your surroundings. Anyway thats what id like to work on so if any of you can offer any tips to get me started id appreciate it. Thanks, Major Link to comment Share on other sites More sharing options...
majorm Posted August 13, 2011 Author Share Posted August 13, 2011 Anyone? I was hoping to get some progress done this weekend and what ive found in searches hasnt been too helpful. :( Link to comment Share on other sites More sharing options...
Glenstorm Posted August 13, 2011 Share Posted August 13, 2011 Well first of all you open the original mod in GECK. Pretty much all guns are listed in there. You might find it a bit hard to find them among all the random stuff from the game. What I do is open the mod in FNV at the same time and scroll down to the Weapon list, which lists all the weapon IDs added to the game. In order to create a mod with just one weapon, you open the mod file in GECK (do not set it as active). Copy the weapon object you want and edit it as much as you like. Once you are satisfied, save it as a new ESP. Make sure there are no references to the original mod within the weapon (ammo list, repair list, mods etc...) otherwise GECK would add it as a master. In the event that GECK adds the original as a master even though you have no references to it, you can open your mod in FNVEdit --> right click --> Clean Masters. Open the file header tab under your mod and check the masters list. If it still lists the original as a master. Your mod still has references pointing towards the original mod. Clear them and try again. Hope that helps! Glenstorm P.S. Make sure GECK can find the meshes and textures in the Art & Sound tab in Weapon dialog. If the original adds weapons via BSA archives you might need to extract the relevant meshes and textures (listed in Art & Sound) to the Data folder. Link to comment Share on other sites More sharing options...
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