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Editing FormID Lists in FNVedit


Thuellai

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I've got a merged patch that contains all of Millenia's weapons along with a couple other weapon mods I like, and they have [currently empty] repair lists for those weapons.

 

I have another mod [labeled RepairParts.ESP] that adds a useful item made with 60 Science and the right perk which has been added to all Repair lists [the item itself being called Science Goo]

 

I'd like to add said Science Goo to the repair lists for my various weapon mods, so that it applies to them as well. Can I do this entirely within FNV by moving the entry, or is it going to require the GECK?

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I've got a merged patch that contains all of Millenia's weapons along with a couple other weapon mods I like, and they have [currently empty] repair lists for those weapons.

 

I have another mod [labeled RepairParts.ESP] that adds a useful item made with 60 Science and the right perk which has been added to all Repair lists [the item itself being called Science Goo]

 

I'd like to add said Science Goo to the repair lists for my various weapon mods, so that it applies to them as well. Can I do this entirely within FNV by moving the entry, or is it going to require the GECK?

 

Did you make this mod (the RepairParts.ESP) or someone else?

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I've got a merged patch that contains all of Millenia's weapons along with a couple other weapon mods I like, and they have [currently empty] repair lists for those weapons.

 

I have another mod [labeled RepairParts.ESP] that adds a useful item made with 60 Science and the right perk which has been added to all Repair lists [the item itself being called Science Goo]

 

I'd like to add said Science Goo to the repair lists for my various weapon mods, so that it applies to them as well. Can I do this entirely within FNV by moving the entry, or is it going to require the GECK?

 

Did you make this mod (the RepairParts.ESP) or someone else?

Lautasantenni made it.

 

I've got no intent to release the end result, I just like the feature and would like these 'universal repair parts' to be truly universal within my own game, and was wondering how that can be done - namely, how I can add an item ID to a blank Form List in order to create a new repair list for these items.

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Well, if someone else made it, I suppose every thing for it it is set up. First, make sure it's in the Data folder, then open up GECK. Open the Fallout master file, your weapon file and the parts file. Make sure your weapon file is the Active file. Then, edit your weapon and the new repair type should be there.
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Well, if someone else made it, I suppose every thing for it it is set up. First, make sure it's in the Data folder, then open up GECK. Open the Fallout master file, your weapon file and the parts file. Make sure your weapon file is the Active file. Then, edit your weapon and the new repair type should be there.

 

I figured it out.

 

See, it added a new item [science Goo], a recipe for that item, and a change to repair lists adding said Science Goo to all the repair lists. Which merged just fine. But Millenia's weapons have their own repair lists, for example the Mateba has an AAMateba repair list. So what I ended up doing was merging the item and its recipe into my merged plug-in, allowing that plug-in to reference the item and add it to the repair lists for my new weapons. Had to edit my Merged Patch so that it would refer to the new version of the item instead of the old, and I deleted the recipe from the previous file - I didn't want to remove it outright since it was a Master for my Merged Patch [so deleting it would have caused my Merged Patch to need to be re-built, and that takes time for some manual edits] but this way I shouldn't run into any duplicate recipes and should always get the new version of the item that's on all the vanilla AND new repair lists.

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