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How to get started to modify stats on weapons?


L0bban

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I have one main thing I would want to mod myself (never tried the GECK yet): weapon statistics (damage, accuracy, and so forth) and sounds to weapons!

My question is how hard this is to do and where I could get an easy to follow description on how to do this.

For example: I would simply want to make the Chinese pistol into the most accurate of the 3 "base-pistols" in the game (10mm, 32 and chinese) to get some variation+balance and also coz the similar mauser pistol in Fallout 1 was very accurate.

Another example: I'm using the 1911 pistol mod but want to change the sound to my own REAL 1911 pistol sound or at least to the same sound as the 32 pistol.

 

(Is it maybe easiest to take an existing modded .esp for a gun and then edit it instead of creating a new one?)

 

Some directions would be appreciated!

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It's real easy to change the vanilla sounds with GECK. From personal experience, the .32 pistol sounds make a great replacement for the Colt M1911. I can help with making weapons more accurate and changing vanilla sounds using it.

 

Open the Fallout.esm in GECK, do not set it as Active. In the Object Window, follow the tree Items>Weapon>Weapons>1HandPistol for the Chinese Pistol. If you have the M1911 mod from Brupo 1911 mod, there will be a file for that.

 

Open the weapon, in this case the 1911, you want to modify. In the center of the window, you'll see three tabs; Game Data, Art and Sound, and Rumble.

 

Go to the Game Data tab. To make a weapon more accurate in first-person, change the value in the 'Min Spread' field. 0.0 will make the gun shoot almost exactly where the cursor. There is also a field named 'Spread', to my knowledge it doesn't affect FP accuracy, but I change it too. To make a weapon more accurate in VATS, increase the value in the 'Base VATS to-hit Chance'.

 

Go to the Art and Sound tab. As you guessed, this is where you can change the look of sounds of your guns among a few other things. You'll see two buttons marked 'Attack Sound' and 'Attack Sound (2D)'. 'Attack Sound' will likely say WPNPistol10mmFire3D. Click on the button and a field will open with a fairly long list of options. Scroll down to WPNPistol32Fire3D and double click. Do the same for 'Attack Sound (2D)', just use WPNPistol32Fire2D.

 

When you save, you'll be asked to give the mod a name, creating a .esp file.

 

Hope this helps! :biggrin:

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Big thanks! Got me going!

 

The thing now is that when I open brupos m1911 in GECK (I guess that I only need to check his .esp and not the master file also?) and edit it as I please and then save it as a new .esp with a new name; the 1911 weapon don't appear at Moiras anymore when i run FMM with my .esp checked! My new file is also suspiciously much smaller (1/3) than the original .esp.

What am I doing wrong? I only changed the weapons weight and sounds.

I am running XFO balance overhaul while doing this, but as the original .esp works with it, it shouldn't matter. (still don't have the newest patch installed)

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Me again... Main fault being I used a new name, has to be the same name on my .esp as brupos original. But one strange thing still occurs with my modified .esp: I only get the gun when I run without LIVE. If I take a save from my LIVE session, the gun isnt at Moiras anyway. Anyone who know the reason to this?
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