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How do you guys...


waqer

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With FOMM. It's not half as comfortable as a proper CS, and be prepared to dig in hex, experiment and cuss copiously, but it's a damn impressive piece of software considering that Bethesda never released their file format specs. And it's really the only sane way to make an ESP for Fallout 3 at the moment.
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Copy the weapon to your own mod, switch to hex mode, double click the DATA sub-record. Look at the last 3 groups of 2 digits each. Last one is the clip size. So if you change a pistol to 0F, for example, it will have 15 rounds capacity. The previous two are damage per shot. So "0A 00" is 10 damage per shot, when fully repaired and at 100% skill. "10 00" is 16 damage per shot. And so on.
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It sounds more complicated then it is. If you have Windows you already have a Scientific Calculator capable of converting HEX to Decimal. Then you'll need FOMM (Fallout Mod Manager) by Timeslip, it includes TESsnip the editor most of us use to create mods. After that, download other peoples Mods that do what you want to do, compare those to the .esm and walla. You'll soon get a basic understanding of what to edit and how to edit. Most of all experiment, look at the values presented in files and alter them. Start with known areas of change until you think you see a pattern. Make adjustments, slight at first, then see what you've done by loading the Mod.
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I worked out what I thought were the damage values,, modified them.. didnt seem to work.. msg people on the forum... got response.. same as what I was doing... tried it again... didnt work.

 

So, I am assuming I am doing something wrong when I make the ESP. I am actually having trouble with a copied enclave armor missing its gloves which I made a new texture for and losing all its bonus to energy weapons hopefully they are both caused by the same thing and someone can point me to what I am doing wrong?

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Look at the last 3 groups of 2 digits each. Last one is the clip size. So if you change a pistol to 0F, for example, it will have 15 rounds capacity. The previous two are damage per shot. So "0A 00" is 10 damage per shot, when fully repaired and at 100% skill. "10 00" is 16 damage per shot. And so on.

 

 

thank you very helpful :thanks:

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I worked out what I thought were the damage values,, modified them.. didnt seem to work.. msg people on the forum... got response.. same as what I was doing... tried it again... didnt work.

 

So, I am assuming I am doing something wrong when I make the ESP. I am actually having trouble with a copied enclave armor missing its gloves which I made a new texture for and losing all its bonus to energy weapons hopefully they are both caused by the same thing and someone can point me to what I am doing wrong?

 

The things that come to mind are:

 

- is your weapon in a WEAP group in your mod?

 

- is your .esp's master set to Fallout3.esm?

 

(I know Throttlekitty's rapier works without both, but it's really both (A) a bloody impressive achievement, the kind of which us mere mortals can only dream of, since it was done long before there were even any tools or anyone else decoded the format, and (B) a bloody awful example of how to make your own .esp ;) Unless you're as awesome as Throttlekitty, please don't use it as an example.)

 

For armours, the format has been decoded already long ago by smarter people than me, so I'll just point you to the wisdom of the masters: http://www.bethsoft.com/bgsforums/index.ph...00266&st=80

 

Bear in mind though that both caveats still apply: have it be in an ARMO group, and do set the master.

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