ARoaringWookie Posted September 2, 2011 Share Posted September 2, 2011 I am working on a unique plasma pistol within the geck, but when it asks for the model I cannot find it anywhere. Nor can I find the inventory image as well. Any help whatsoever would be great. Link to comment Share on other sites More sharing options...
davidlallen Posted September 2, 2011 Share Posted September 2, 2011 Have you used FOMM to unpack the bsa files? All the base game models and icons are in those files. Link to comment Share on other sites More sharing options...
Cylentnyte Posted September 2, 2011 Share Posted September 2, 2011 The quick and dirty way if you've already got the GECK open is to make an empty file with the same path as the file in the .bsa. Ex, find the regular plasma pistol weap in the GECK and double click it, go the the Art & Sound tab, then look at the path for the model. In your case it's "Weapons\1HandPistol\PlasmaPistolstatic.NIF". So, in your FNV folder, go to data\meshes\Weapons\1HandPistol\, creating the folders as needed. Inside the "1HandPistol" folder, create a .txt file and call it PlasmaPistolstatic.NIF", be sure to remove the .txt extension at the end, a warning should pop up if you did it right. Go back to the GECK and open your unique plasma pistol, go to Art & Sound tab, click "edit" next to the model field, and navigate to the empty file you just created, then double-click it. The model for a regular plasma pistol should now appear in the preview box. The reason this works is because the GECK will load all the necessary models for your mod from it's dependent master files when you first start up the GECK, that's why it takes a while to become responsive. Any files that lie in the data folder with the same path as the files packed in the .bsa's will override the .bsa versions, showing you the files in the data folder, be it meshes, textures, etc. Once everything is loaded though, if nothing in the data folder overrode .bsa files, anything you add to the data folder after the GECK is loaded will just refer to the .bsa version of the file. As long as the model you're overriding is already packed in a .bsa, you can delete the empty, non-.bsa file after you close the GECK and it will refer to the model inside the .bsa from now on. Ta-da! Just remember though, if you don't delete the empty file before you open the GECK next time, the red diamond with exclamation point will appear instead, because the GECK loaded the empty file instead of the one in the .bsa. Link to comment Share on other sites More sharing options...
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