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New To Modding - How Do I Make Attachments?


ShadyOrb09

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Hello, I'm new to modding, I can make 3D models in Maya pretty well but I don't fully grasp how to import them with the Creation Kit.

Anyways, I was just wondering how to make attachments for my gun models?

For example: I'm making a Mosin Nagant and I want to be able to attach a PU Scope in-game if I wanted.

I've seen many mods that have done this, but how do I do this?

 

Thanks for reading.

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I'm going to just assume this is what you're looking for, but I have no idea lol, seems graphical and he said attachments so...

Yeah, that's kind of what I mean.

Instead of using an attachment that's already in the game, I want to 3D Model my own attachment and put it on my own 3D modeled gun.

So for example: I want to 3D model my own gun (Mosin) and 3D model my own attachment for it (Scope) and be able to take it off and put it on in crafting stations.

 

Here is a video of a mod that is what I'm trying to do:

 

He made his own weapons, but he also made a ton of attachments for them too.

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!?

https://www.youtube.com/watch?v=1jRhO3Lvf7U

?!

http://www.nexusmods.com/fallout4/mods/7957/?

 

these might help, I think the video will not help so much, but this mod tutorial thing looks like it's *exactly* what you're looking for as opposed to *kind of*

The video tutorial was what I was looking for, I want to add attachments to my weapons.

The only problem is that I don't know how to make the attachments detachable from a crafting station in the game.

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huh?

do you mean that you know how to do the graphic work but don't know how to make an object attachment?
like how to make it into "a thing" that is classified as a scope?


well, I don't know about the CK particularly but this does exist so maybe you recognize something here, I haven't used the CK so I can't say for sure
http://www.creationkit.com/fallout4/index.php?title=Special:AllPages
http://www.creationkit.com/fallout4/index.php?title=AttachModToInventoryItem_-_ObjectReference
http://www.creationkit.com/fallout4/index.php?title=AttachTo_-_ObjectReference
http://www.creationkit.com/fallout4/index.php?title=AttachMod_-_ObjectReference

the best suggestion I have, is look at already existing scopes, for 2 different weapons, and learning what is relevant about them and then seeing if you can apply this to things as well
what's a PU scope?
also, if you're really interested, you can always find a mod like pipe weapons overhaul that enables putting on different kinds of scopes onto things that normally in fallout 4 don't have them, because that sounds like what you're trying to do as well, and that'll give you some insight

at some point you're going to have to open up the interiors and learn from how others have done it as well anyways, and there's no issues with carving up a mod to see how it works with the CK, that's not stealing, and I think everyone who does modding has done this to learn

http://www.nexusmods.com/fallout4/mods/7556/?
another thing is look for underside attachments (look at the images for under-side flashlights), those don't exist in the default game, so those are completely new additions, if you can figure out how to do that you can figure out how to add whatever a PU scope is

basically you look for relevant classifications, objects etc, and you just manually find the things, in FO4edit the term is like, object identity or something, or object attachment, or constructible object, etc

AFAIK you have to have a recipe to create it, and the object itself in the game
I made some .50 calibre and 12.77mm barrel ammo changes with the .50 cal using the tribarrel graphic but changing the ammo type (conversion) and 12.77mm the same way but with the fast barrel in one of my own adventures in tweaking things
nothing showed until I also remembered that I had to make a recipe for each, I checked it out, it showed up, was nice

the way I did it was I just made a new reference to the actual object itself using tribarrel and fast fire barrel as baselines respectively and changing the ammo type and editorID and name - as well as damage values because that was the point to begin with
then, when I made the recipe I basically just changed the proper reference info like the names and editorID stuff to said object, and it became an option in the list when I took up the minigun and took it to the weapons bench!

but this was in FO4edit, still the point is, if you can do this "journey" with the CK it's exactly the same principle, even if it's with scopes, because scopes were in the thing alongside barrel types too, as well as receivers, new blades for melee weapons, stocks, magazines... etc etc etc

Edited by tartarsauce2
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