i need Geck help- modding a weapon

Post » Fri May 13, 2011 11:53 pm

ok im modding the glating laser
and the ammo clip is 120 shots
and i want it to regenerate ammo
but 1 second for 1 bullet is too slow
is there a way to make it regenerate faster?
ive googled it atleast 100 times and i cant find any help anywhere...
help would be appreciated ^^

also
-how can i edit the texture of a weapon?
and if you need any programs besides the geck please inform me
thanks ^^
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daniel royle
 
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Post » Sat May 14, 2011 1:53 am

You can try using NVSE, i'm not 100% on the kind of scripts you can make for guns, well your situation anyways.

http://fose.silverlock.org/fose_command_doc.html

That's a list of things the New Vegas Script Extender can perform, not sure it can help but its worth a shot, might provide an alternate.

On another note, is there not a way to already just change how many bullets it restores?


To edit the textures of ANYTHING, you need a .nif and .dds of the object you are editing, I did it with vault doors. You set up the file structure in your data folder, and you point the object you create in GECK to look in that file structure.

When your testing it, if it crashes your game when trying to use it, possibly missing / corrupted .dds, If anything on the gun, or the whole thing is pink, that means its missing its texture.

Edit: Here is the tutorial for the vault doors: http://www.youtube.com/watch?v=RMjnr0C1RTI

I know it's not for a gun, but its essentially the same thing, it still requires a .dds and a .nif for its mesh / texture.
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Jeremy Kenney
 
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Post » Fri May 13, 2011 12:38 pm

I am not sure NVSE is needed to change the ammo regeneration rate. I think you can just change it in geck, in the weapon dialog box.
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Lisa Robb
 
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Post » Fri May 13, 2011 2:50 pm

I am not sure NVSE is needed to change the ammo regeneration rate. I think you can just change it in geck, in the weapon dialog box.



That's what I figured, but not having used or change either I figured the info couldn't hurt if not help him in something else.
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Robert Bindley
 
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Post » Fri May 13, 2011 9:34 pm

I think if you just find the gun in geck you want to alter, and double click on it; there is a setting in the top left area called Regen. Setting that should set the shots regenerated per second I believe. So if you want more than 1, simply raise the number accordingly.

Also; To edit a texture you need a program like GIMP or Photoshop.
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Yama Pi
 
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Post » Fri May 13, 2011 1:33 pm

I think if you just find the gun in geck you want to alter, and double click on it; there is a setting in the top left area called Regen. Setting that should set the shots regenerated per second I believe. So if you want more than 1, simply raise the number accordingly.

Also; To edit a texture you need a program like GIMP or Photoshop.



Photoshop also requires the .nif plugin, I think GIMP comes prepacked with the ability to edit it already.

Then of course GIMP2 is free, and Photoshop costs. In most cases a paid for version generally has more features, and while that's partially true in this case, GIMP is VERY well executed for a free price tag. I was pleasantly surprised to see what GIMP could do compared to Photoshop.
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Cody Banks
 
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Post » Fri May 13, 2011 1:11 pm

Photoshop also requires the .nif plugin, I think GIMP comes prepacked with the ability to edit it already.

Then of course GIMP2 is free, and Photoshop costs. In most cases a paid for version generally has more features, and while that's partially true in this case, GIMP is VERY well executed for a free price tag. I was pleasantly surprised to see what GIMP could do compared to Photoshop.

I think you mean .dds plugin. .nif files are not the textures, those are the models and various settings related to them.
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Siobhan Thompson
 
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Post » Fri May 13, 2011 5:51 pm

I think you mean .dds plugin. .nif files are not the textures, those are the models and various settings related to them.



Yea .dds plugin ><. Lol SHUSH! I woke up late in the afternoon and I haven't had my daily Bawls yet, give me some time.
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Shannon Lockwood
 
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Post » Fri May 13, 2011 4:38 pm

To answer the original question, if you open up the weapon's properties in the geck, you should see the field labeled "Regen Rate" right underneath clip rounds.
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ladyflames
 
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Post » Fri May 13, 2011 11:36 pm

I think if you just find the gun in geck you want to alter, and double click on it; there is a setting in the top left area called Regen. Setting that should set the shots regenerated per second I believe. So if you want more than 1, simply raise the number accordingly.

Also; To edit a texture you need a program like GIMP or Photoshop.


i attempted that, but it just regenerates slower the higher the value you insert so i assume thats a malfunction
i got gimp
but what i was asking was how to extract and import the textures
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Dorian Cozens
 
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Post » Fri May 13, 2011 11:07 am

Yea .dds plugin ><. Lol SHUSH! I woke up late in the afternoon and I haven't had my daily Bawls yet, give me some time.

ok i have gimp
and im quite familier with the artistic tools
but how do i get the effing files to edit and how do i import and export it to geck? XD
also do you know how to make a model for a weapon and in what program?
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Davorah Katz
 
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Post » Sat May 14, 2011 2:36 am

First, you need Fallout Mod Manager. Once you have that, open it up, and go to tools > BSA Browser.
Next, browse to your data folder and choose "Fallout - Textures". This will load all of the textures from the game.

From there you can highlight and extract the ones you want to edit, or extract them all.

Take note of the file structure. For example the snowglobe texture is under textures\clutter\snowglobes\snowglobenelisafb_n.dds

This is what it needs to be saved as, and where it needs to be placed in your Data folder. You'll probably have to create the folders to put it in yourself.
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Miguel
 
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Post » Sat May 14, 2011 1:47 am

First, you need Fallout Mod Manager. Once you have that, open it up, and go to tools > BSA Browser.
Next, browse to your data folder and choose "Fallout - Textures". This will load all of the textures from the game.

From there you can highlight and extract the ones you want to edit, or extract them all.

Take note of the file structure. For example the snowglobe texture is under textures\clutter\snowglobes\snowglobenelisafb_n.dds

This is what it needs to be saved as, and where it needs to be placed in your Data folder. You'll probably have to create the folders to put it in yourself.


ok,
but now lets say im making my own weapon
for example a glating lazer with a diffrent id
where do i save it then?
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Rudi Carter
 
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Post » Fri May 13, 2011 10:43 pm

ok,
but now lets say im making my own weapon
for example a glating lazer with a diffrent id
where do i save it then?


Use GECK, you create the reference ID's you need, and all you do is point GECK where to look for the DDS and NIF files for what ever your making. You either can duplicate something similar in GECK for the weapon stats what not, or still duplicate something and just use some of the settings, or if you feel up for it, create it from scratch. If you know what your doing you don't ever have to go in to the BSA's, but you can use another NIF to retexture, and as far as I know, DDS are a bit hard to create, and if you get it wrong, you can CTD your game.
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Kim Bradley
 
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Post » Fri May 13, 2011 11:07 pm

Use GECK, you create the reference ID's you need, and all you do is point GECK where to look for the DDS and NIF files for what ever your making. You either can duplicate something similar in GECK for the weapon stats what not, or still duplicate something and just use some of the settings, or if you feel up for it, create it from scratch. If you know what your doing you don't ever have to go in to the BSA's, but you can use another NIF to retexture, and as far as I know, DDS are a bit hard to create, and if you get it wrong, you can CTD your game.


ok....
....
where can i find the program to extract the texture files?
(and what where the texture fiels called again? ^^'')
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louise fortin
 
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Post » Sat May 14, 2011 12:25 am

It seems that some basic tutorials may be in order. I recommend http://www.thenexusforums.com/index.php?/topic/112023-oblivion-modding-links/ at newvegasnexus. FOMM extracts the nif (mesh) and dds (texture) files from bsa (archive) files. Any graphics editing program such as photoshop can edit dds files with the proper plugin. Although oblivion is a few years old, the basic techniques of working with bsa, nif and dds have not changed, and the link I point contains many years worth of modding information.
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Anne marie
 
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Post » Fri May 13, 2011 3:39 pm

ok....
....
where can i find the program to extract the texture files?
(and what where the texture fiels called again? ^^'')


Texture = .nif
Wireframe / Instructions = .dds

(I may have this backwards)

GIMP2 and Photoshop edit the .nif by default.
GIMP2 Edits the .dds by default. Photoshop requires a plugin

Now I'm not 100% we're aloud to extract files from the BSA as they are Copyrighted, unless you significantly change aspects of the file, 75-100% of the file changed should be good enough. (someone back me up or tell me I'm wrong, just I want the correct answers.)

Here, see if this will help -> http://wiki.tesnexus.com/index.php/How_to_extract_BSA_files_using_FO3_Archive
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lauren cleaves
 
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Post » Fri May 13, 2011 10:53 am

Texture = .nif
Wireframe / Instructions = .dds

(I may have this backwards)

GIMP2 and Photoshop edit the .nif by default.
GIMP2 Edits the .dds by default. Photoshop requires a plugin

Now I'm not 100% we're aloud to extract files from the BSA as they are Copyrighted, unless you significantly change aspects of the file, 75-100% of the file changed should be good enough. (someone back me up or tell me I'm wrong, just I want the correct answers.)

Here, see if this will help -> http://wiki.tesnexus.com/index.php/How_to_extract_BSA_files_using_FO3_Archive


ok thanks ^^
(no cause the other guy agrees i think)

i got gimp v2 so thats not a hassle for me xD

well its just liek tatoos XD
....or recreating anything for that matter : d

and ill check the link
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Ernesto Salinas
 
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Post » Fri May 13, 2011 3:51 pm

ok thanks ^^
(no cause the other guy agrees i think)

i got gimp v2 so thats not a hassle for me xD

well its just liek tatoos XD
....or recreating anything for that matter : d

and ill check the link


Also, remember, when you test your gun, if any or all of the gun is pink, there is an error with the texture, most likely GECK is not looking in the correct location, or its in compatible.

If your game crashes when you try to take out the gun, or fire it, CTD, BSoD, or any other general crash, then its most likely an error with the DDS.
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Chase McAbee
 
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Post » Fri May 13, 2011 11:17 am

It seems that some basic tutorials may be in order. I recommend http://www.thenexusforums.com/index.php?/topic/112023-oblivion-modding-links/ at newvegasnexus. FOMM extracts the nif (mesh) and dds (texture) files from bsa (archive) files. Any graphics editing program such as photoshop can edit dds files with the proper plugin. Although oblivion is a few years old, the basic techniques of working with bsa, nif and dds have not changed, and the link I point contains many years worth of modding information.


thank you for the intel dude
i will certanly take note to the url
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Kat Lehmann
 
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Post » Fri May 13, 2011 7:35 pm

Also, remember, when you test your gun, if any or all of the gun is pink, there is an error with the texture, most likely GECK is not looking in the correct location, or its in compatible.

If your game crashes when you try to take out the gun, or fire it, CTD, BSoD, or any other general crash, then its most likely an error with the DDS.

aand if it is an error with the dds what should i do?
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Jade Payton
 
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Post » Fri May 13, 2011 9:27 pm

Also, remember, when you test your gun, if any or all of the gun is pink, there is an error with the texture, most likely GECK is not looking in the correct location, or its in compatible.

If your game crashes when you try to take out the gun, or fire it, CTD, BSoD, or any other general crash, then its most likely an error with the DDS.

aand if it is an error with the dds what should i do?
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YO MAma
 
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Post » Fri May 13, 2011 10:39 pm

It would be incorrect. Idk what to do if you have issues with that, but i'm sure google or someone on the forums would know better.
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I love YOu
 
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Post » Fri May 13, 2011 8:33 pm

It would be incorrect. Idk what to do if you have issues with that, but i'm sure google or someone on the forums would know better.

yea probaly
but thank you for your help ^^
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jason worrell
 
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Post » Fri May 13, 2011 8:54 pm

Texture = .nif
Wireframe / Instructions = .dds

(I may have this backwards)

GIMP2 and Photoshop edit the .nif by default.
GIMP2 Edits the .dds by default. Photoshop requires a plugin

Now I'm not 100% we're aloud to extract files from the BSA as they are Copyrighted, unless you significantly change aspects of the file, 75-100% of the file changed should be good enough. (someone back me up or tell me I'm wrong, just I want the correct answers.)

Here, see if this will help -> http://wiki.tesnexus.com/index.php/How_to_extract_BSA_files_using_FO3_Archive


Wait a minute. Textures are .dds, not nif. And the mesh is .nif. Gimp and Photoshop wont editing nif's at all, you need NifSkope for that.

We can extract and edit the files in the BSA's because they are under the copyright of the game yes, but we are using them for that game. You cannot extract them then go put them into an Oblivion mod or anything. Thats a nono, using them for Fo3 is fine.
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naana
 
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