exarkun Posted December 13, 2008 Posted December 13, 2008 OK so I'm trying to do a mod that alters all energy weapons' and adds new variants that use the normal models. For example "WeapLaserSniper" is basically a copied laser rifle with more damage and range. Now the problem I'm running into is this. When I make a test mod that places my new weapons in my Megaton house, The new variants wont appear in-game. They are there in the GECK but when I play they simply aren't there. I've checked the normal laser weapons in this mod and they do appear WITH they're altered damage statistics. So the problem has something to do with the new variants. Any ideas? Im at a loss.
hoboparty Posted December 14, 2008 Posted December 14, 2008 have you checked the ceiling? lol... You need to load a save from before you did the mod and outside your house maybe?
exarkun Posted December 14, 2008 Author Posted December 14, 2008 Im also having this problem with containers. I tried placing the new weapons in a container but when i check it its empty. However, and existing weapon I place in it will appear.
Kitteh Posted December 14, 2008 Posted December 14, 2008 it's because the geck is a piece of poo and adding new weapons basically doesn't work. even player.additem doesn't work, the formid just doesn't exist
exarkun Posted December 14, 2008 Author Posted December 14, 2008 It actually worked the firs t few hours I had it installed. I had my weapons and everything. And then all of the sudden it did this. :-/ Oh yea, and to make matters more annoying, the few weapons I did before it stops working still work! :wallbash:
Baelkin Posted December 14, 2008 Posted December 14, 2008 Try changing the FormID with TESnip in the .esp file and see if that works. I had the same problem with "GECK made" items not working with player.additem, but after changing and saving the FormID with TESnip they worked as intended.
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