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Weapon Edits


thalesa7x

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With the information known right now, is it possible to change the damage dealt by an actual weapon? For the purposes of a video I am planning, I need the baseball bat to hurt a whole lot more than it does currently.

 

I'm thinking it is possible because I saw the sword that was brought from an oblivion mod and the description said that the stats were copied from another weapon in the game. With that, could I copy the damage of a weapon of the game, and replace the model and what not with the baseball bat model?

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to be honest, even without CS it is possible to change textures already

any brave souls to mod textures to higher quality? and probably weapon skins so they look more quality and closer to the original F1/F2 weapons?

 

Even if I used the same method that he used for his weapon mod? I could make my own model, as that's what I do for a living. I would just rather it be the bat they have in the game to keep it right.
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To be more specific:

 

The only weapon mod I can find says, "This modification adds a rapier to the game, and has cloned stats of the

Chinese Officers Sword."

 

That tells me that you can add new weapons (without a CS obviously) and copy stats from another weapon.

 

Now, would it be possible to do the same by using the stats from Fawkes' Super Sledge and using the same method used for that rapier, while using a model that is already in the game?

 

I might get around to playing with the files to see what I can do but I'd rather ask beforehand. That way someone who knows more about the file structure for this engine can tell me if it's possible right now.

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Not totally possible yet to tweak existing entries. I kind of goofed when i named the .esp file, it should really be .esm, since it is a master file. In this setup, a master file declares a bunch of entries (like a weapon/stats), and plugins borrow and modify those entries. However, a master cannot modify data from another master, it just creates a whole new entry.

 

So, for your purposes, a plugin could be crafted to just add a new bat with the upped damage that you need.

 

I'm not really geared up to write a tutorial on doing this right now, so forgive my not spilling all the beans. (and i don't really know as much about the structures as others do. I just learned enough to do that one mod in a night.)

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I'm pretty confident in my abilities to figure it out with a push in the right direction. What applications did you use to do it?

 

 

Here is a post about hte structure of weps. http://www.bethsoft.com/bgsforums/index.ph...&p=13126567

 

After that follow the other posts in that thread and you should be on your way making value edits. All you really need is TESsnip for simple stuff.

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Instead of creating a new thread I thought to add my notes to this pre-existing thread on Weapon Edits. My hope that other Weapon Modders will find this information useful.

 

Fallout 3 Weapon Editing Notes:

 

Damage: Found at the 13th WORD in DATA

Spread: Found at the 19-20 WORD group in DNAM (Values exceeding 00 5F cause FO 3 to lockup and/or crash, instability can occur above 00 4F {at or below 10 3E equal Zero spread [Assault Weapons]})

Weapon Zoom (Aim): Found at the 31-21 WORD group in DNAM

 

*NOTE*

*The term WORD denotes a single HEX instance i.e 00 as found in TESsnip. It is my reference to the data point and may not be the correct terminology.

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