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Bethesda Weapons vs Mod Weapons


Selvec

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@Selvec

 

You copy paste the Scripts in Tes5Edit.

 

Then you open the ESP in CK

Hit Compile Scripts

Press Ok to garbage stuff it complains about

Go to Lunch

Back from lunch hit save ESP

 

Unless your file requires ACE as a Master it's still good.

Besides I use ACE and Immersive

Lots of heavy modders do too.

 

Soo you might want to upload it after checking with Hoth. Also you can have them give a shout out at the ACE page.

 

Edit

For a nonACE version

you just change all the damage values back to Hoth version it's pretty fast compared to using the CK. I've made compatibility patches for FWE in just a few hours and really should have considered uploading them to save people headaches oh well that computer died so they are gone forever.

Edited by gamefever
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I'll have to figure out how. Sounds like TES5edit is much faster.

 

At the moment I'm having issues with some of the weapons not appearing in the position I want them. I think this is because they are not listed as "Weapons". Like in my favorites menu in game they appear as "other". This is most common of stuff like the Iron katana. I'll have to experiment some. But otherwise everything working smooth as a babies bottom.

 

BTW I think Ace also changes speed values and such. I'll have to see. Who knows, maybe I can just import all the stuff from the normal immersive weapons pack and replace the old stuff. The only things I need to stay are the attached scripts for AttT.

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@ Selvec

 

tes5Edit is pretty darn powerful, lays every thing out like a spreadsheat program I had to take to get through college so it makes it much faster to mod stuff like patches.

 

I can't compile scripts but that's not a biggie.

 

Showing up in the favorites is a result of not being in the XML file from the Catogorized Favorites Menu. Not a biggie but I'd check around first before tackling that and you should consider that a seperate mod endevor.

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Well its because the weapon positioning mod that goes with ATT isn't placing certain custom weapons on the back of the character. It has to be because of somethings not in the right category in immersive weapons. Because it does it for other custom weapons no problem.
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Finished it. Works good now. Moving on to a new project though, and thats developing a skyproc patcher that patches weapon packs to work with AttT. Once I figure that out, I need to figure out how to do the same for DSpSoB with Shields, then maybe weapons.

 

Edit: Gonna take a long while. Looking at SkyProc makes me feel ill. Not sure why, I've done Java before, but this one just hurts my head.

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