Perraine Posted February 25, 2017 Share Posted February 25, 2017 So the the situation is this .. I've created a custom equipment mod based on Indiana Jones, which includes his outfit, fedora and his S & W revolver. The problem I'm having is with the revolver though. I was wanting to make a unique weapon, so I started with Kellogs .44 and changed it to use .45 ammo (as in Raiders) made custom textures (blued metal with worn wooden grip). And I bashed together the receiver + the standard barrel + the standard grip in Nifskope, then I used the CK to add the gun to the game and changed the meshes to point to my new weapon. The gun has about twice the base damage of Kellogs .44, but I tried to make it totally non-upgradeable (doesn't appear at all at the weapons workbench) and I wanted to add the "Never Ending" legendary effect to it and have the "dun, dun dah" legendary screen appear when you pick it up (I'm getting some help from another modder to actually make it a findable object in the world space rather than have it craftable, sort of an "Easter Egg") The gun works in game ... sort of. You can use the console to add it to your inventory, and the gun shoots fine, and animates correctly, (reload, chamber spin on equip, hammer pull back etc. ) however ... The hammer stays cocked all the time, even in the inventory view,It vanishes completely If I drop it,It won't show up at all If I use "player.placeatme"And it doesn't have the legendary effect :sad: Could someone please have a look an tell me what I did wrong? The file "Indiana Jones.rar " contains all the assets I used for the mod plus the (current) .esp It should put the items into the correct folders to work in game as a functional mod. Hopefully the link works. Thanks for reading Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted March 11, 2017 Share Posted March 11, 2017 "Dun, dun duh" comes from keyword featureditem (it wasn't clear if you were asking or telling, so, there it is, heh). Popped it into the render window, raised it, hit havok settle...and it did this: http://www.ledgeoftech.com/wp-content/uploads/2017/03/Capture-3.jpg ...which was funny, but not helpful at all. ...then I ran out of time and had to run away. So, sorry, not much help. (had downloaded this file like a week ago, but never got back to it, until I saw you mention it in the General forum...at least it bumps it up to the top) P.S. Also, I did note, before running, a few poorly named trishapes. Wanna say your handle (stock? I don't know guns, don't care to, really) BStrishape was named CPT, Barrel was BGED, etc. Been awhile since I did a gun from ground up, so not sure I remember how much that all matters in this particular issue. Link to comment Share on other sites More sharing options...
Perraine Posted March 11, 2017 Author Share Posted March 11, 2017 Okay thanks BlahBlahDEEBlahBlah, I didn't know about the featureditem keyword. And thanks for the reply, and testing the placement, that does at least verify what I suspected, that it doesn't work properly in game. As for the model "exploding" I think, (from viewing other threads and posts) that the problem is I created it wrong.In FO3/NV, you simply swapped out meshes to make a modified or different shaped weapon, so I just stuck all the bits together in Nifskope and selected that mesh in the item screen. But FO4 seems to use these "templates" to "build" the item out of the separate parts I think (and probably add the legendary effects as well maybe?) But I haven't been able to find a "coherent" tutorial on how they work, and my limited ability to use the CK means "trial and error" is ... problematic Also, FO4 meshes don't seem to "save" vertex or mesh positions when they are moved in Nifskope. Although with armor/outfits they are "saved" if I use Outfit Studio to move them. Guess I'll just have to try and keep plugging away at it. Quince99 has already agreed to do the item placements in various cells in game, because my CK crashes the instant I try and load any cell whatsoever in the render window, so I can't place objects myself. I just need to get that b****y gun working first :) Link to comment Share on other sites More sharing options...
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