Modding Weapons With FOMM and TESsnip

Nepagwark

First time out of the vault
Okay so I'm relatively new to modding other than the insanely easy SDK tools for Source. I've been reading loads of forums and threads and seem to see allot of people interested in modding weapons. Since there was a pleather of threads on this i figured id start there.

So i downloaded FOMM and FO3A and it took me a while but i finally figured out how to get into the main data file containing all the information on the items. After a bit of frustration i realized that every the version of Fomm im using must be newer or some thing since i get the " new subrecorder editor " which apparently takes away the need to do the Hex editing and gives you fields that you can modify instead.

At any rate I figured id start with some thing simple and easy to tell if its been changed in game . So i changed the clip capacity of the 10 mm pistol from 12 to 1 saved it then saved it again to and .esp . Opened the fall out launcher checked off my newly created .esp and began playing. It took me all of 3 seconds to realize nothing had be changed.

Now my question is , did I

A) not save this plugin right
B) the " new subrecorder editor " doesn't work which would mean i can only change the values in hex mode
C) is there something i have to do inside the game to make the plugin run IE a command in console or some thing

also has any one else seen this editing feature in Fomm or do i live on another planet

Also also, how come in the thread http://www.nma-fallout.com/forum/viewtopic.php?t=47023 the first poster to give any information on the subject jumped from here's what you need to here's the exact file you need to edit and gave no idea of how to get there, and then the thread got hijacked from please help a noob to debating specifics. I cant seem to find like a for dummies tut that starts in the beginning , instead i always find tuts that throw u in the middle of confusion.

Id appreciate any direction or help for a simple tut on how to edit the values of items that isn't missing the beginning or end. Thanks
 
Thanks

Okay so I'm still a bit fuzzy on the specifics of making it all work. But I do understand what values to edit to change clip capacity and damage and so forth.

So I read the thread you linked me and the answer to my question was a bit harder to figure out.

qzilla said:
In order to override values in the original items you need to set Fallout3.esm as a master to your .esp. What you do is, click on the TES4 header in your plugin, then go to the top menu and do add new subrecord. Make sure you're in string mode and not hex mode, then edit the NEW_ record and change it to a MAST record, and type Fallout3.esm in the text box. Once you do that, the plugin will properly override the original values.
So I finally figured out how that all works. Your pretty much telling the plugin to goto the FO3 Esm to over write its variables.

I came across what im assuming is your mod
Ar1z said:
here is a small unbalanced realism mod.

realism.rar

I quickly noticed that your plugin is the bare essentials of what you needed. IE just the groups you wanted to change. Now my question to you is how did you get this structure. Did you copy it straight from the FO3 Esp or did you do it from scratch.

And do you know if there is a way to completely unpack the FO3 Esm to make changes for a mod and then repack it . Or am I stuck munipulating things via Fomm plugins.

Also thanks alot for your quick response.
 
I opened the esm in fomm and deleted all values except gsmt. Then i saved it as an esp. I added the mast record and changed the author. Now whenever i want to fool around with the values i open that esp and copy paste the records i want from the esm (you can have more than one file open in fomm) into my esp, then i change them to my liking and/or delete unwanted. Fomm is smart as not to write values into the esm. The esm is not an archive like bsa. It's just a collection of values, settings and scripts. So is the esp. The name comes from Elder Scrolls Master and Elder Scrolls Plugin and essentially are the same. You just use the esp cause it's easier to have just some values changed and also share it with others. If bethesda doesn't release a CS, Fomm and FO3edit are all we have for moding.

Also that mod has a bug that makes the weapons woble around... I didn't fix it cause noone seems to interested in it....
 
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