verified261 Posted August 12, 2016 Posted August 12, 2016 So I am in the planning stages of a mod and and part of my plan involves creating weapons. I have gane modding experience mostly in modelling and texturing but have never made a mod for fallout 4 much less created assets for it. If anyone has tutorials they can point me to or can give me an overview of how a weapon asset is structured, how weapon mods work etc. That would be great. Ive seen some mods basically combine parts of existing weapons to form new objects. This would be a functional stopgap solution and if anyone can explain how this is done I would appreciate that as well. I use blender for modling and substance painter for texturing usually. Any help is welcome.
radiumskull Posted August 13, 2016 Posted August 13, 2016 https://forums.nexusmods.com/index.php?/topic/3760875-fallout-4-modding-tutorials/
mkborgelt13 Posted August 13, 2016 Posted August 13, 2016 Ive seen some mods basically combine parts of existing weapons to form new objects. This would be a functional stopgap solution and if anyone can explain how this is done I would appreciate that as well. I do this by importing multiple assets into bodyslide, exporting the nif, and then moving/rotating them in nifskope. You can also do this in bodyslide. Weapon mods use 2 keywords, the mod association keyword and the attach point keyword. This is established in the CK. A weapon in the game is actually a combination of meshes, i.e. barrel, receiver, and magazine. Some weapon mods directly change the mesh of the part they modify, others don't. You can get a pretty good idea of how this works by looking at vanilla weapons in the CK and the loose mesh files extracted from BSA in nifskoke (better than I can explain it, anyway). Good luck, it is simple once you take a close look at it. There is some finnicky/strange behavior with the keywords I am still wrangling.
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