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MODDING: Adding a NEW weapon


Moraelin

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The CNTO entries are the content rows. Each one is a different type of item she sells. Each contains 8 bytes (8 groups of 2 hex digits). The first four are the item type. The second four say how many she gets.

 

Duplicate one of them, and change its contents to the hex string “4F 43 F0 00 01 00 00 00”. The first four, “4F 43 F0 00” are the ID of our newly created gun. The last 4 say she'll sell one Desert Eagle. You can't go akimbo anyway, and they inherited the repair list of the 10mm pistol, so 1 should suffice.

 

I got all the way to creating the new .esp file for the DesertEagle though I can not seem to understand how you add it to Moria Brown's locker or any for that matter. :wallbash:

 

 

Hey also could you please add some screen shot to your tutorial? It would be greatly appreciated. :thanks:

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Ooon Noooooooz. I can't get my weapon to load in game any clue why? I followed every step line by line 4 times. I have attached my .ESP file any help will be appreciated. Every time I try to load it in game it tells me my ObjectID does not exist. WTF am doing wrong lol?

 

sry for the double btw :closedeyes:

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Well, at a quick look through your ESP in FOMM,

 

1. the first problem seems to be that your MODS entry is "06 00 00 00 0C 00 00 00 31 30 4D 4D 50 69 73 74 6F 6C 3A 30 81 5B F2 00 05 00 00 00 0A 00 00 00 23 23 48 61 6D 6D 65 72 3A 30 81 5B F2 00 04 00 00 00 08 00 00 00 23 23 43 6C 69 70 3A 30 81 5B F2 00 03 00 00 00 09 00 00 00 23 23 43 61 74 63 68 3A 30 81 5B F2 00 02 00 00 00 0B 00 00 00 23 23 54 72 69 67 67 65 72 3A 30 81 5B F2 00 01 00 00 00 09 00 00 00 23 23 53 6C 69 64 65 3A 30 81 5B F2 00 00 00 00 00" as a string. It should be the hex data.

 

Unfortunately, it looks like the newer FOMM does that automatically when you paste a string into that field, which is IMHO crap. It ruins the whole hex editing there :/

 

I'm affraid you'll either have to get an older version of it, or start again and work directly in that field, in the hex data on the left. I.e., forget about the copying to notepad and replacing there, if you use a new enough version of FOMM.

 

Or do the easy thing and just set your MODS to "00 00 00 00", again, as the hex data not the string value, and no 1stPerson TXSTs will be used at all. (You can just make the 3rd person ones be just as high res anyway.) It makes life a lot easier.

 

2. What's a lot more interesting, though, is that FOMM says that several fields of the WEAP record are broken, i.e., don't have the expected structure. Namely EDID, MODL and FULL. And I think I also know why.

 

I'll assume you edited them in the hex view, as opposed to as strings. Because they lack the final 00 byte. (Again, on the left side in that hex view. In the letters on the right it looks like a dot.) This is the C/C++ way of signalling "the string ends here." You _need_ that final byte.

 

BTW, the textures and the MODL in STAT were broken the same way, plus the EDID of both.

 

Probably the easiest to avoid is by never editing those as hex.

 

3. A third problem is that you don't have a MAST (master) set in the TES4 record up there, so technically you made an .esm not an .esp there, and that's a trick that's a lot harder to pull right. Unless it's intentional and know exactly why and how, I'd advise sticking to making a .esp.

 

Anyway, here's the fixed .esp.

 

Also, I hope the author won't mind me distributing it (seein' as it was freely downloadable in the first place, including on the Nexus), but here's an older version of FOMM where you can still paste a string as hex. I claim no credit for it, it's just someone else's utility.

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/*edit*/

3. A third problem is that you don't have a MAST (master) set in the TES4 record up there, so technically you made an .esm not an .esp there, and that's a trick that's a lot harder to pull right. Unless it's intentional and know exactly why and how, I'd advise sticking to making a .esp.

 

Hey in the first part of this thread you say that you included an empty .esp, it may have been removed any chance you could upload another empty file you can add entries too. Maybe if you get the time later a tut on how unless its to mind boggling.

/*edit*/

 

Well, you know there is not very often when I'm impressed by intellect. :thumbsup: Though I can tell your pretty f*#@in smart. So thanks for restoring some of my faith in humanity and helping me out x). I was driving myself crazy untill 2AM lol. I am glad I have a resolution. My end goal is not so much any of that code I want to add new models and content to the game.

 

I would love to see a tutorial with a few images. Maybe split up into parts that take you through code to adding a new model with nif editor all the way through to changing the way it fires. Maybe you could get some help from some other guys who seem to be really l33t already with editing Fallout 3.

 

Then again I'm am not sure the full worth of doing so, if say the CS came out after. I would assume know how to do it the hard way may help out in the future but I am sure you could deduce whether or not it would be with a fair amount of accuracy. Well ne wayz good poo man thnx for all your help. You need xfire though it's by gamers for gamers to communicate x). Not only that if you want a really easy way to record video and take screenies in Fallout 3 it's the way to go modders.

 

www.xfire.com

 

And thank you again Moraelin for your time and contributions thus far. :thanks:

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Oh, the empty mod wasn't attached to the message. It's the "Empty Plugin Mod" or some such on Fallout3 Nexus.

 

As for how to add a MAST record, well, that's really too simple to be called a proper tutorial. It's sorta like this:

 

- Click on the TES4 entry up there top-left, look in the list down-left if it has a MAST entry. If it does, stop. If not, continue.

 

- Click on the Edit menu, click New Subrecord. A 0-length entry called "NEW_" appears in the list down there.

 

- Deactivate hex mode, double-click that "NEW_" sub-record. Change the name to "MAST", write "Fallout3.esm" in the field below. Save.

 

That's it :)

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Ok ok. Now i just need help with 2 more things then I guess I'll leave importing your modeling to another teacher or someone until you can get around to one. I know partially some of what I'm asking in the following though I do not fully grasp the implementation.

 

Question 1: How and can I change the rate of fire, ammo, projectile type, and projectile model file. IE: Have a pistol shoot as if it were a minigun, have the penetration capabilities of the railroad spikes, use 10mm ammo, and look like a rocket.

 

Question 2: Any chance you could break down that whole adding items to chest/lockers and other locations.

 

Thank you again.

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Ok ok. Now i just need help with 2 more things then I guess I'll leave importing your modeling to another teacher or someone until you can get around to one. I know partially some of what I'm asking in the following though I do not fully grasp the implementation.

 

Question 1: How and can I change the rate of fire, ammo, projectile type, and projectile model file. IE: Have a pistol shoot as if it were a minigun, have the penetration capabilities of the railroad spikes, use 10mm ammo, and look like a rocket.

 

Question 2: Any chance you could break down that whole adding items to chest/lockers and other locations.

 

Thank you again.

 

Actually, most of those are already covered by newer FOMM versions. (You'll need the old one only for STAT->MODS editing, if you don't do the "00 00 00 00" trick.)

 

Ammo: it's in the NAM0 field of the WEAP. So for example if you copy the contents from a minigun, your weapon suddenly chambers 5mm ammo.

 

Projectile: if you need to define a new one, that's a PROJ record, but to actually make the gun shoot a different one, that's in the WEAP's DNAM record. "Type" only really matters as in "silenced" or "regular", as far as I can tell. Otherwise anything from laser to bullet to dart to spike is simply yet another PROJ.

 

Penetration: as far as I can tell, it kinda doesn't matter, since FO3 doesn't have a damage threshold like FO2. It only has a % as damage reduction. So if you want a meaner round, just give your gun lots of damage per shot.

 

E.g., the Mysterious' Stranger's gun shoots basically just a plain old pistol bullet, but it's set to do 8000+ damage per shot, so it one-shots even mirelurks from the back through the shell. (Of course, if you aren't making a cheat item, you'll probably want something more tame.)

 

ROF: actually that seems to be limited by the animations _and_ what FOMM calls reload time in the DNAM record.

 

I don't think anyone fully grasps how to change the Fallout3 animations yet, but at least I don't.

 

Some semi-automatics can be easily turned into full auto weapons by just setting their "fire trigger" field to automatic, because their animation already cycles fast enough. E.g., the laser pistol: "Colonel Autumn's Laser Pistol" is just a normal one set to shoot full auto. Others... well, you can make anything keep shooting if you keep the mouse button pressed, but some will take a long time between shots. (E.g., a sniper rifle won't ever be a burst mode weapon with its animations.)

 

You can somewhat cheat by starting from a full auto weapon and just changing its skin. E.g., my M712 is conceptually what you want: a pistol turned into a SMG. But actually it's the other way around: it's a clone of the SMG, but it's set to use the Chinese Pistol skin.

 

Of course, then all the animations now will be those of the cloned weapon, whether they fit the new skin or not. E.g., the SMG reload animation totally doesn't fit the Mauser skin. Let's just say that changing the M712's clip is just an optical illusion.

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Hmm, yeah I have cut, spliced, and otherwise the WNAM and it appears I have it a wall on things to try. I tried to get my gun to shoot rockets and fire like a minigun I succeeded but not with the fully desired results. My player takes the stance of the minigun or rocket and reloads as such too.

 

If there is any chance that someone has broken down the WNAM that would be excellent to hear. Though is it possible to create or edit animations as of yet. It seems so strange to me what is actually fired from the weapon is that closely tied to the animation. Maybe we can edit the animation file for the 10mm and get it to fire another projectile with it's default animation.

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Hmm, yeah I have cut, spliced, and otherwise the WNAM and it appears I have it a wall on things to try. I tried to get my gun to shoot rockets and fire like a minigun I succeeded but not with the fully desired results. My player takes the stance of the minigun or rocket and reloads as such too.

 

If there is any chance that someone has broken down the WNAM that would be excellent to hear. Though is it possible to create or edit animations as of yet. It seems so strange to me what is actually fired from the weapon is that closely tied to the animation. Maybe we can edit the animation file for the 10mm and get it to fire another projectile with it's default animation.

 

_What_ is fired from the gun is the projectile entry in DNAM (the newer FOMM versions have a form for DNAM), and what goes _into_ the gun in in the NAM0 field.

 

How fast it shoots, now that's based on the animations though.

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