Rock-It Launcher impossible in New Vegas?

Post » Fri May 27, 2011 9:46 pm

I created a small .esp for a friend of mine to revive the Rock-It Launcher, because he picked up the schematic at Nellis, had the components and was frustrated that he couldn't build the weapon. Fine, I told him, I'll look into it; afterall I'm not a hardcoe large-scale modder, but this seemed like exactly the kind of lightweight project I could do and do well.

After checking the FO3 weapon data and .bsas, I found that New Vegas had all the data I needed, the only things missing were the projectile, the weapon record itself, and a recipe (instead of the FO3 schematic). The .bsa's had all of the nifs and textures needed except for the world object, which didn't really bother me.

Anyways, I created the weapon just fine, however, after assigning the weapon's ammunition to the formlist RockItLauncherAmmo, subsequent attempts to open the WEAP record either crash the GECK or do not open the record. Saving the esp and loading in-game works; I can even player.additem myself a rock-it launcher and it appears to work. However, the game crashes immediately upon attempting to equip the weapon.

So what this post boils down to is a question: Is it no longer possible to use a formlist consisting of non-ammo objects as the specified Ammunition for a weapon? If the answer is yes, please tell me how to do so, I have this rock-it launcher completely finished aside from this. If the answer is no or maybe, I'd be curious to hear what workarounds or alternatives exist. I've already tried using a formlist that contained another formlist that had all the non-ammo items; this works in the GECK but crashes the game upon equipping the weapon.
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Allison C
 
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Post » Sat May 28, 2011 10:26 am

Ammo FLST: I recently saw J.E. Sawyer post here about FLST's working for ammo, so it's still possible.
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Alexandra Louise Taylor
 
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Post » Fri May 27, 2011 9:18 pm

No, he was referring to the whole "You can use a list of ammo items as ammo and switch between them" thing that more or less every gun in the game does.
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Johnny
 
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Post » Sat May 28, 2011 3:40 am

Ah. Guess I misunderstood. *stands corrected*

Edit: Got the weapon to equip/fire by assigning a different projectile to it since the FO3 PROJ form isn't there and changed the "Big Guns (obsolete)" flags to Small Guns.
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Dorian Cozens
 
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Post » Fri May 27, 2011 11:50 pm

Ah. Guess I misunderstood. *stands corrected*

Edit: Got the weapon to equip/fire by assigning a different projectile to it since the FO3 PROJ form isn't there and changed the "Big Guns (obsolete)" flags to Small Guns.



What projectile are you using?

I duplicated the original RockIt Junk projectile almost verbatim from FO3, and have tried both Big Guns and Small Guns for the equiptype and it still crashes. The only resolution has been changing the ammo from a formlist to a basic ammo type, like 5.56mm. The problem is that the projectile then becomes a missile (as in from the missile launcher) instead of launched junk. I believe in FO3 that when a formlist was used the game automatically subbed items from the formlist instead of the original Projectile record, and that the projectile data may not have been used as original presented. I say this because the FO3 projectile record associated with the RockIt Launcher uses the same NIF as missile launcher missiles. This is why my Rock-It Launcher currently shoots missiles whenever the ammo type is not a formlist. And as mentioned earlier, using the formlist crashes the game upon equipping the weapon.
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Josee Leach
 
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