PR0c Posted July 17, 2012 Share Posted July 17, 2012 (edited) Hi there, I regularly use mods from nexus and recently downloaded the M41A Pulse Rifle mod by DannyGA16, and let me say it's a great model, however I felt the damage was a touch on the weedy side (6 is the default damage value). A user in the comments mentioned he was able to quickly adjust the damage in GECK to something more appropriate for late game. I have downloaded GECK and attempted to do the same, thinking it to be a quick fix, however I have no idea what I am doing at all. (As will be highlighted below) This is what I have been doing. 1. Load up GECK. (in my FONV install directory)2. File > Data > Left only FalloutNV.esm and M41A Pulse Rifle.esp checked, with M41A Pulse Rifle.esp set as active.3. In my object window I open the 'Weapon' section, select M41A Pulse Rifle from the list and it comes up with 2 variants in the right hand window (for those of you familiar with the mod they are the rifle and the grenade launcher)4. Right click the Pulse rifle, select Edit, then I simply changed the number in the 'Damage' field from 6 to 25. Clicked OK.5. Clicked Save plugin. Now when I open FONV and spawn the item using player.additem it appears with the default stats still. But when I reopen it in GECK it it displays my altered stats. If someone would be able to give a quick rundown on where I've gone wrong it would be greatly appreciated. EDIT: Forgot to link the mod: http://newvegas.nexusmods.com/mods/46874 Edited July 17, 2012 by PR0c Link to comment Share on other sites More sharing options...
leot486 Posted July 17, 2012 Share Posted July 17, 2012 Hmm.... from what I am thinking you did it all right. Uh, what is the weapons skill requirement? maybe you don't meet that. Even so it should change a little bit due to such an increase in damage. Link to comment Share on other sites More sharing options...
PR0c Posted July 17, 2012 Author Share Posted July 17, 2012 I can use the weapon in its original form, and I meet all requirements. I can confirm it's not just the damage stat that I am unable to edit, but any of the stats, as I originally wanted to change the clip size to the correct (for Aliens) clip size of 99 and I had an idea to make it a high ROF, high penetration(ignore DT), low damage weapon. However no changes that I make in GECK appear to make it into the game, to my mind it seems that I am either editing the wrong .esp or failing to save to the correct .esp. Link to comment Share on other sites More sharing options...
Cyberlazy Posted July 19, 2012 Share Posted July 19, 2012 You need to enable your plugin with a program like FOMM or similar.Just saving the file is not enough, it has to be 'enabled' (technicaly, added to plugins.txt but FOMM is a better way of doing that) Link to comment Share on other sites More sharing options...
viennacalling Posted July 19, 2012 Share Posted July 19, 2012 I replicated the steps you performed in the GECK and verified in-game that the new damage was being displayed (a damage value of 25 with my character's Guns skill of 100 plus assorted perks translated into 46 DAM/ 634 DPS). Even though in the OP you made it clear you do use mods regularly, in this case it does seem to be something about how you are loading the changed mod. Link to comment Share on other sites More sharing options...
PR0c Posted July 30, 2012 Author Share Posted July 30, 2012 I use FOMM and was under the impression I had correctly enabled by tweaked mod. I really appreciate the help, looks like I'll have to give FOMM and NV a good clean up and start over, I've been meaning to give the /data folder a good clean so I think I'll do a complete reinstall and re-mod. Once again, thanks. Link to comment Share on other sites More sharing options...
Cynthetic Posted July 30, 2012 Share Posted July 30, 2012 (edited) u can simple edit the weapon stats with fnvedit...its easy to do with this tool, just search the weapon in the M41A Pulse Rifle.esp list and edit what u want. and if u use geck, u need only mark the M41A Pulse Rifle.esp plugin as active file and load (master will load automatic) Edited July 30, 2012 by CYNTHETIC Link to comment Share on other sites More sharing options...
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