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Steps for putting an existing weapon into NV


Bahstad

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I've got a particular gun from an old, unsupported mega-mod that I really want to put into my NV install. It's a Lee-Enfield rifle. I've stripped the files from the old ZIP and have all the assets ready - .DDS skins, meshes, etc.. I just need a simple guide to packaging this as a mod so I can use it - I don't need to create anything from scratch, it's already done apart from the actual ESM work. None of the guides I've found so far really cover this, either being confusing, unclear or going into complexities I don't need to know.

 

Although I've used FOMM quite a bit, I'm only familiar with the GECK as a way of tweaking existing weapons, so some step-by-step instructions would really be appreciated. Ta.

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You mean SMLE, like this one? Model from 20th century weapons by Einherjar?

 

http://www.newvegasnexus.com/imageshare/image.php?id=21939

 

Do you have the whole mod? Cause I was looking for it and it was nowhere to find. It contained a lot of mesh variations for - you know it - weapon mods. I'd be grateful if you point me to the right direction. Or just send it as a one-of-a-kind mailbomb to [email protected]

I could make a one time plugin for that single gun (with mods) especially for you if you were so kind and send the whole package to me.

 

And now lets get to it. It comes to duplicating a weapon and then changing the model attributed to it and maybe stats tweaking. It is easier to do it than to describe what to do. FNVEdit makes it easier than GECK. Also, if you use CaliberX and/or CFWNV you could use .303 Brit ammo for it.

 

(GECK)

Make sure that the model is in the right folder and the textures are placed where they should be. Run the GECK (with falloutNV.esm and CaliberX/CFWNV) WITHOUT choosing the active file. Go to weapons and edit ordinary Hunting Rifle (most similar to what you want to get). Change the EditorID to something that suits your taste (I'll go with WeapSMLE) and OK it. The window will pop up with old and new ID and question if you want to create a new form. Choose 'Yes'. So basically now you have the vanilla rifle and a renamed copy. Find your copy and edit it. If you want it to be historically correct do not forget to set Clip Rounds to 10. If you use Calibr set the ammunition to AmmoList303Brit. Idk how the list is named in the new CaliberX non-dependant version of CFWNV, but you'll manage to find it yourself.

Next go to 'Art and Sound' tab. Set 1st Person Model Object to NONE, disable 'Has Scope' and 'Scope from mod'. Now the most important. There is a Edit button next to Model, right above '1st person...' thingie. Click Edit.Smaller window will pop up. Choose 'Edit' and navigate to your rifle mesh. OK it.Do not forget to set 'World Model' to your mesh. OK it again.

 

Write down the FormID (right next to Editor ID in the big window). It should be something like 02000ea6.

 

Save it, make sure it is in the right place in load order. Set Archiveinvalidation. Run WryeBash and make sure that it's redated to be the newest file.

 

Run the game and try to console add it.

 

Let me know if you succeeded.

 

 

EDIT: I just bashed a few meshes together and I have this plugin almost ready. What I miss are two texturess, \20thcenturyweapons\silencers\m16 silencer gucci.dds and \20thcenturyweapons\scopes\scout-steyr scope.dds. Another thing is fixing the reload anims (mesh has moving parts but default reload anim does not seem to affect those, original Fo3 .esp would show the correct reload animation) and aligning it so it would actually use iron sights (I don't even know where to begin with this one yet).

Edited by n0t0ryczny
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