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How do you copy a weapon from a mod to another mod?


1master1blaster

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I'm trying to create a personal mod for my game that I can add other peoples weapons to and then do the same for clothing/armour I like. The only thing I have figured out how to do is make a duplicate of the weapon in the Creation Kit all the data appears to be the same as the copy but when I open it up in game its invisible....Im assuming all the meshes etc have not been duplicated with the weapon . How on earth do I get the weapon (and attachments) in game in full working order (Keep in mind Im new)?. Also I've been wondering if its possible to isolate the mods records in the CK so that it doesn't show all of fallout 4s records my brain gets too crowded seeing all that. I think I can figure out the rest from there.....why why why are there no tutorials for this **** I am going to make a document of all the **** I learn when Im done this and spam it in every corner of the internet ffs. Five days zero progress I think Im going insane....seriously somebody help me out.

 

On a side note I work better with xedit because its more simple but since I havnt been able to copy as new record without the original becoming a master file I started using the creation kit (And got stuck for the 100th time) so if you can answer my question using either of those programs you are a mod god to me.

 

Thank you,

 

Mastablasta

 

 

 

 

 

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It's a lot easier to use xEdit for simple things like copying. The Creation Kit is an abomination. If the original is a master, it's because it made a shallow copy and is still relying on definitions in the original plugin. Remove it as a master and use "check for errors" to see what's missing. If you want separate copies of meshes/textures (you could point to the same resources if you don't want to change the appearance), you will have to copy them by hand into a new folder structure and make modifications to the Armor and ArmorAA records so that they have the correct paths to the new resources. The mesh files (.nif) have to be modified since they will have a path defined for the texture set, which means using nifskope or something equivalent. I've done all this. It's not difficult, but it is a bit tedious.

 

*Note: I'm describing how to do this with armour in SSE, which is slightly more complicated than weapons, so there will be differences when dealing with weapons in FO4. I don't have FO4 installed currently. You don't have the AA record for weapons, but I'm going with the more complex example since you mentioned clothing/armour.

Edited by blitzen
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Use xEdit as below :

 

- Right click on the weapon mod that you want to copy from and right click on 'weapon' record of the mod

- choose "copy as a new record ... "

- a window will pop up showing the name of the mod ... add some extension to the name to differentiate the file .. example : original mod name : pistol10mm .... add : __pistol10mm and hit the ok

- another window will pop up : select "new file" and hit ok

- now, in this new window pick up the name you want to give to your custom mod and hit the ok ( after that, the mod will be created and place it at the bottom of you list on the left panel of xEdit ). This name is the one that you will see in your mod program added to your plugin list.

- open your mod and and change the 'full name' of the mod. in that field, pick the name that you will use to get your weapon via console command. Write it down in a piece of a paper so you won't forget.

- Do whatever modification you want. DNAM changes damage modification and DAMAGE TYPE ( on the bottom ) adds the type of damage you want to add to that weapon ( electrical, cryo, fire, energy, etc ). Use the game .esm ( main file ) to choose the damage type that you want to add ( you will see Damage Type listed inside the .esm main game file ), etc, etc, etc, .... NOTE : I have made some weapons for my very own use by modifying DNAM and adding DAMAGE TYPE. Be careful not to add too much otherwise, you will kill in one shot everything. The other alternative is to modify your enemies damage resistance, energy resistance and health. I have done it and now they are super very powerful and they balance out very good with the damage I can provide with my weapons.

- once inside the game, open the console command and type : help "xxxxxxxxxx" 4 ( where 'x' is the full name you gave to your mod ) and the ID will show up; type : player.additem xxxxxxx ... enter and your weapon will be added.

 

Hope this help. Happy gaming

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It's a lot easier to use xEdit for simple things like copying. The Creation Kit is an abomination. If the original is a master, it's because it made a shallow copy and is still relying on definitions in the original plugin. Remove it as a master and use "check for errors" to see what's missing. If you want separate copies of meshes/textures (you could point to the same resources if you don't want to change the appearance), you will have to copy them by hand into a new folder structure and make modifications to the Armor and ArmorAA records so that they have the correct paths to the new resources. The mesh files (.nif) have to be modified since they will have a path defined for the texture set, which means using nifskope or something equivalent. I've done all this. It's not difficult, but it is a bit tedious.

 

*Note: I'm describing how to do this with armour in SSE, which is slightly more complicated than weapons, so there will be differences when dealing with weapons in FO4. I don't have FO4 installed currently. You don't have the AA record for weapons, but I'm going with the more complex example since you mentioned clothing/armour.

 

Thank you for replying this is what I have been looking for! Now I have created a new file structure and have everything I need copied into it.....what kind of modification and where/how do I get it to the correct path using xedit never done this before at all and I have downloaded nifscope how would I go about modifiing that does that just mean making a change and reverting it so I can save as new or am I completely wrong.

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Use xEdit as below :

 

- Right click on the weapon mod that you want to copy from and right click on 'weapon' record of the mod

- choose "copy as a new record ... "

- a window will pop up showing the name of the mod ... add some extension to the name to differentiate the file .. example : original mod name : pistol10mm .... add : __pistol10mm and hit the ok

- another window will pop up : select "new file" and hit ok

- now, in this new window pick up the name you want to give to your custom mod and hit the ok ( after that, the mod will be created and place it at the bottom of you list on the left panel of xEdit ). This name is the one that you will see in your mod program added to your plugin list.

- open your mod and and change the 'full name' of the mod. in that field, pick the name that you will use to get your weapon via console command. Write it down in a piece of a paper so you won't forget.

- Do whatever modification you want. DNAM changes damage modification and DAMAGE TYPE ( on the bottom ) adds the type of damage you want to add to that weapon ( electrical, cryo, fire, energy, etc ). Use the game .esm ( main file ) to choose the damage type that you want to add ( you will see Damage Type listed inside the .esm main game file ), etc, etc, etc, .... NOTE : I have made some weapons for my very own use by modifying DNAM and adding DAMAGE TYPE. Be careful not to add too much otherwise, you will kill in one shot everything. The other alternative is to modify your enemies damage resistance, energy resistance and health. I have done it and now they are super very powerful and they balance out very good with the damage I can provide with my weapons.

- once inside the game, open the console command and type : help "xxxxxxxxxx" 4 ( where 'x' is the full name you gave to your mod ) and the ID will show up; type : player.additem xxxxxxx ... enter and your weapon will be added.

 

Hope this help. Happy gaming

 

 

I appreciate the time you took to reply but this is not the info I needed

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I'm assuming that you are making a copy of a weapon right now, so these are the instructions for doing that. As mentioned previously, I'm describing steps for Skyrim SE, but they should be the same for FO4.

 

You have to change the path to the .nif file copy in xEdit. There's a MODL property under the Model section near the top of the xEdit right panel. Change that to match the new folder structure. This path starts just below the game's meshes folder.

 

In nifskope, select (left-click with mouse) the visible mesh in the right panel, and this will highlight a line in the top left panel, which will have a tree-like structure of nodes underneath (you won't see them until you open it though). If the entire weapon doesn't highlight on the right, then you will have to select each separate mesh group individually and follow this procedure:

 

1. open the tree structure in the top left panel for the highlighted node until you see a BSLightingShaderProperty node

2. open the BSLightingShaderProperty node to reveal a BSShaderTextureSet node.

3. select the BSShaderTextureSet.

 

You should see a list of Textures properties in the bottom left panel, some of which will have file paths beginning with "textures". These paths start from just below the "Data" folder for the game. Double-click on the file path to change it to the new location for the textures (if you made a copy of them).

Edited by blitzen
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I'm assuming that you are making a copy of a weapon right now, so these are the instructions for doing that. As mentioned previously, I'm describing steps for Skyrim SE, but they should be the same for FO4.

 

You have to change the path to the .nif file copy in xEdit. There's a MODL property under the Model section near the top of the xEdit right panel. Change that to match the new folder structure. This path starts just below the game's meshes folder.

 

In nifskope, select (left-click with mouse) the visible mesh in the right panel, and this will highlight a line in the top left panel, which will have a tree-like structure of nodes underneath (you won't see them until you open it though). If the entire weapon doesn't highlight on the right, then you will have to select each separate mesh group individually and follow this procedure:

 

1. open the tree structure in the top left panel for the highlighted node until you see a BSLightingShaderProperty node

2. open the BSLightingShaderProperty node to reveal a BSShaderTextureSet node.

3. select the BSShaderTextureSet.

 

You should see a list of Textures properties in the bottom left panel, some of which will have file paths beginning with "textures". These paths start from just below the "Data" folder for the game. Double-click on the file path to change it to the new location for the textures (if you made a copy of them).

 

 

Thank you so much I got it to work!

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Like many things in life, it's not difficult once you know how to do it. Have fun.

 

PS It sounds a bit like you are essentially trying to merge mods by copying them into one plugin. There is a tool that will do that for you in Skyrim. I imagine there is one for FO4, although I didn't find one using a quick search. It copies everything for you. Here is a link to it:

 

https://www.nexusmods.com/skyrim/mods/69905

Edited by blitzen
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