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Turn standalone weapon into a replacer mod?


MidnightPurple

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Well, you have three options basically.

 

1. edit the WEAP record and all the assault-rifle related OMOD records. Now each of them has a mesh entry, near the top. You know, the one where the value's ending in .nif. Change them to reference the M2216 .nif file.

 

2. easier and safer, just go through the levelled lists and replace any references to the assault rifle with references to the M2216. Now if any NPC is hard-coded to use an assault rifle, they may keep the old one, but 99% of the instances will get to use the new one.

 

3. even simpler, force the M2216 to be an override record. Just change its id to be the same as the assault rifle. That means, starting with 00.

 

There is a problem, however. The M2216 uses the SMG animations, not the WW1 watercooled machinegun animations. You might think "good riddance", BUT there is a problem: Super-Mutants don't have that animation. So any mutie that rolls an assault rifle on their levelled lists, now can't use it. Now that's not the end of the world, but you may want to also fix those lists, is all I'm saying.

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