EPDGaffney Posted July 29, 2018 Share Posted July 29, 2018 I've never needed to do it but I assume you just make a new weapon that does what you want, tick the 'embedded weapon' box, select the proper node on the deathclaw, add the weapon to a form list, open the deathclaw's form and select that form list for its weapons list, and add that weapon to its inventory. I'm slightly unsure of how well this is going to work for a melee weapon (there are examples in the GECK but I'm realising now that I think they are unused in the finished game). If it doesn't, you can try using an invisible weapon that isn't embedded and doing most of the above. Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 29, 2018 Author Share Posted July 29, 2018 (edited) after your last message i had an idea that involved checking sentrybot since it has embedded weapons. so i tried to copy its stats, made an unarmed weapon with no values except its damage and reach. added it to deathclaw inventory, also added the weapon to embedded weapon list. it didnt work, even after checking the embedded part. i didnt enter any values for node because i dont know which node. can creature even equip invisible weapons? i keep adding weapons to its inventory but nothing happens. Edited July 29, 2018 by sjohnson89 Link to comment Share on other sites More sharing options...
EPDGaffney Posted July 29, 2018 Share Posted July 29, 2018 Well, an embedded weapon is going to require a node. That's the node to which the weapon attaches. Without one, you have no weapon. Pick one on the Deathclaw's hand I suppose. Open the model in NifSkope and find one that looks good. And remember to be sure the deathclaw you're testing is supposed to have the weapon, as it can be confusing with all the levelled actors. Yes, a creature should be able to equip an invisible weapon. Not 100% positive but if an NPC can, a creature can. Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 29, 2018 Author Share Posted July 29, 2018 damn i was using a deathclaw model replacer from fo4, i should get back to old models asap. will update when i test it. and mktavish and epdgaffney i'm very grateful for all of your help with me my mod projects, so thanks again Link to comment Share on other sites More sharing options...
EPDGaffney Posted July 29, 2018 Share Posted July 29, 2018 If it uses the same animations as the vanilla deathclaws, the nodes will be the same. You just need to type the name of one you want to act as the weapon. I think anyway. Haven't done much work with embedded weapons and it's been a while, so my memory's fuzzy but logically this is probably how it works. (Using logic for GECK work you say? That was your first mistake.) No bother. Got a lot of help when I started modding, even if a good portion of that was tutorials left on-line by the 'old guard' so to speak (a few of whom seem to be the present guard as well), so it makes sense to me that I should be trying to keep up that tradition. Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 30, 2018 Author Share Posted July 30, 2018 good to hear man, i'll do some more testing when i get back to my pc tomorrow, have to hit the bed now, but wanted to thank you again Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 30, 2018 Author Share Posted July 30, 2018 okay it seems i'm missing something with nodes. i opened deathclaw_am_g.nif which is used by legendary deathclaw. so for example there are ninodes near the right hand, "82 ninode" looks like the best option. so how do i find the correct node name here to type in geck? i opened sentrybot model in nifskope and its embedded weapon in geck so that i could compare them to get an idea but no good. geck shows that sentrybot weapons use "ProjectileNode_RGatling". Link to comment Share on other sites More sharing options...
EPDGaffney Posted July 30, 2018 Share Posted July 30, 2018 It's in the skeleton itself apparently. Its flags seem the same as the other nodes there, so I imagine you can just select any node for the deathclaw's weapon, but I think it's probably safest to select the one called Weapon.https://prnt.sc/kcwn66https://prnt.sc/kcwose That said, making an invisible weapon should work out well enough. Grab any melee/unarmed weapon, copy it, copy its model, make its model invisible by using blank textures/textures with 0 alpha (there's that null explosion art I've used a few times), and then if its animations don't have the same names as the deathclaw animations, just copy the deathclaw animations and rename them. After that, the weapon needs to go into a form list and the deathclaw creature forms' inventories, and deathclaws need to be set to use the weapons in that form list. I think that covers it but I'm sure you'll tell me if I forgot something. Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 30, 2018 Author Share Posted July 30, 2018 okay uhh i do believe that actually did the trick but my fellow test subject, legendary deathclaw went full allahu akbar and started damaging me for +300 damage with each swipe. i'll look into that and give an update Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 30, 2018 Author Share Posted July 30, 2018 okay think i calmed him down, also i can confirm the resistances work like i wanted! yey, all while using invisible weapons that doesnt even have a model or texture. there are some things i still wonder though for some reason deathclaw keep dealing double melee damage.i dont think i managed to add crit chance to it, the damage was staticyou mentioned copying items in geck. i could really, really benefit from it. for my mod project i'm gonna remove and replace some items with the attributes (models, stats, textures, ANYTHING) of other items. do i have to manually do it one by one is there a shortcut? please let me know Link to comment Share on other sites More sharing options...
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