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Setting a weapon's model in the G.E.C.K.


exarkun

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Hello, I'm trying to create a new weapon in the GECK that uses an existing weapon model. (The Gatling Laser in this case.) The problem I'm having is in the weapon's stat page under the art and sound tab there are options to set the in-game model, menu icon, etc. Well they list it as a path like "Weapons/2HandHandle/LaserGatling.NIF" My question is where exactly are these models located? When I click the edit button next to the path it opens up a windows explorer menu to choose a new one. Does this mean I have to unpack the .bsa files in the data folder, or am I missing something? Thank You for any help. :smile:
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[yoda] Eh, a bit tricky this one is. Hurhurhurr! [/yoda] ;)

 

Currently I don't know a method with which you can clone an existing item in the G.E.C.K, without making a new item and setting the settings manually, so I think you are correct about assuming you have to unpack the the model you need from the Meshes.bas, and designating it in the G.E.C.K.

 

It should be possible to make a new .esp using FOMM with the appropriate groups for a new item and then editing in the G.E.C.K rather than manually copying it, however it's a bit more difficult as you need to know your way around FOMM to do it correctly. Even then it's no guarantee as the G.E.C.K seems to reject a lot of custom mods (at least on my system) due to them being based on TES4 plugin format and not the "native" Fallout3 format (Could be wrong about the last part, just getting some werid error messages stating plugins aren't compatible with the G.E.C.K).

 

Ps. this post contains a total of 6 mentions of the G.E.C.K. I'm very close to calling it the F3:CS because G.E.C.K is a pain in the ass to write out. :P

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To copy an item in the G.E.C.K. simply double click it in the object menu and change the form id then click OK it will ask you if you want to make a new copy, then you can edit it all you want. (make sure you edit the right one) :)
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