Modding weapons

Ar1z said:
So far i can only change the name, price, damage, clip size, ammo type and HP.

I missed this before could someone please list the locations of damage and clip?


Thanks :)


Humm, I thought I knew how to use quotes.
 
Ar1z said:
If they release the modding tools then i guess you could modify quests and stuff....

I just don't get why a simple hex editing doesn't work :s

even renaming the weapon doesn't show in game.

These are the data for WeapChineseAssaultRifle
Code:
F4 01 00 00 90 01 00 00 00 00 E0 40 0B 00 18

first is the price, then weapon HP, weapon weight, damage and clip size.

if i change 18 to 14 ( meaning 20 bullet clip) nothing happens. I know the esp gets loaded cause other values are modded.
 
08 4A 01 00 ??

If you were to reinterpret the code above as a struct and each element doesn't have to be a 4-byte variable; the 4A 01 entry here directly corresponds to the price of a 10mm SMG, taken from the official guide.
 
Really appreciate the tips. :)
I finally figured it out, after really struggling kept expecting everything to be in 4s and I needed to be in the Data section. Got everything working on the silenced 10mm, since I can't add the silencer to the sniper, yet.
 
I just downloaded your mod from the nexus and I was wondering if you allowed it that I merge this one in other mods if they overlaps? Giving you proper credits ofc

/e seems that I have downloaded it from here. Any chance on a documentation what exactly you have changed?
 
Roflcore said:
I just downloaded your mod from the nexus and I was wondering if you allowed it that I merge this one in other mods if they overlaps? Giving you proper credits ofc

/e seems that I have downloaded it from here. Any chance on a documentation what exactly you have changed?

Sure, go ahead. I was just playing with fomm trying to resolve some of my gripes about weapons. I don't remember exactly what i changed but a look in the esp with fomm will solve your curiosity. I mainly changed weapon accuracy, ammo types, weapon/armor degradation.
 
Yes I saw the changes but I can not understand them ingame, because I don't really understand hexcode n stuff. I merely merge mods via fomm, but thats about it. I already have a weapon/armor degradation mod installed and in my list and that one works pretty well, so I don't need that part I guess. But what for example did you change about the ammo? Is it more powerful? etc.?
If I know that, I can decide if I have to add this to my balanced mod or not.
I also implented a mod which changes the accuracy of all assault rifles, making them more useful on midrange, so if you changed them too, there is a conflict and I need to know which mod is better and more useful.
 
I changed weapon accuracy, meaning i made rifles more accurate and pistols less accurate. Changed sniper rifle zoom (more). renamed some of the weapons to Fallout 1/2 names. Made it so weapon isn't steady unless you have 50+ small guns skill or crawl for steadiness. Changed ammo names to mm (e.g. 9mm instead of .32cal). Made the US rifle to fire 7.62 NATO like the sniper rifle. made the chinese to fire 7.62 WP. Hunting rifle now fires 5.56mm like the minigun. Weapon contition affects misfire. changed US rifle damage to reflect the better round. Chinese rifle has 30 round magazine while us one has 20. made the 32. cal a 6 shooter instead of 5. made pipboy to have double the range of flashlight. cripled legs have lower speed now. changed the ammo icons for rifles. Changed the old model of 5.56mm magazine to reflect that it's for chinese rifle only. Those are the major changes. When i get the time to check the esp, i might add/correct more.
 
Ar1z said:
I changed weapon accuracy, meaning i made rifles more accurate and pistols less accurate. Changed sniper rifle zoom (more). renamed some of the weapons to Fallout 1/2 names. Made it so weapon isn't steady unless you have 50+ small guns skill or crawl for steadiness. Changed ammo names to mm (e.g. 9mm instead of .32cal). Made the US rifle to fire 7.62 NATO like the sniper rifle. made the chinese to fire 7.62 WP. Hunting rifle now fires 5.56mm like the minigun. Weapon contition affects misfire. changed US rifle damage to reflect the better round. Chinese rifle has 30 round magazine while us one has 20. made the 32. cal a 6 shooter instead of 5. made pipboy to have double the range of flashlight. cripled legs have lower speed now. changed the ammo icons for rifles. Changed the old model of 5.56mm magazine to reflect that it's for chinese rifle only. Those are the major changes. When i get the time to check the esp, i might add/correct more.

Ar1z, would you be able to tell me where, in DATA and DNAM each of these variables are? I am going through the WEAP records and attempting to solidly map the WEAP format and your input ( particularly on DNAM ) would be *greatly* appreciated!
 
Dubby said:
...
Ar1z said:
Code:
....
00 00 40 44	[float] 768 {?} <- max something?
00 00 00 00	-
08 04 00 00	<flags>
00 00 80 3F	[float] 1 {?} <<<<<<19 up crit chance (%)
00 00 20 41	[float] 10 {?}	
00 00 A0 41	[float] 20 {?}  <<<<<<17 up APs
00 00 00 3F	[float] 0.5 {?}
00 00 00 3F	[float] 0.5 {?}	
9A 99 19 3E	[float] 0.15 {?}
00 00 00 00	-
00 00 20 41	[float] 10 {?}    <<<<<<12 up RPS
36 AB 2A 40	[float] 2.6667 {?} <- max something?
CA 54 15 40	[float] 2.3333 {?} <- min something?
00 00 00 00	-
29 00 00 00	[int] 41 {?} <- item type?
01 00 00 00	[int] 1 {?} <- likely an on/off setting?
00 00 00 00	-
00 00 80 3F	[float] 1 {?}
FF FF FF FF	[NaN]
00 00 80 3F	[float] 1 {?}
CD CC CC 3D	[float] 0.1 {?}
00 00 40 40	[float] 3 {?}
edited for brevity.

The line indicated as 17 up is definitely referring to the amount of APs per shot in VATS. 12 is probably the rounds per second, the firing rate of the weapon and 19 up is most likely critical hit chance. This is corroborated by the using the stats for several weapons for comparison, however I have not yet had the chance to test out the effectiveness of the modification. More analysis will be forthcoming, and thanks for the original post without it I would be lost in hex.
 
Ar1z said:
I changed weapon accuracy, meaning i made rifles more accurate and pistols less accurate. Changed sniper rifle zoom (more). renamed some of the weapons to Fallout 1/2 names. Made it so weapon isn't steady unless you have 50+ small guns skill or crawl for steadiness. Changed ammo names to mm (e.g. 9mm instead of .32cal). Made the US rifle to fire 7.62 NATO like the sniper rifle. made the chinese to fire 7.62 WP. Hunting rifle now fires 5.56mm like the minigun. Weapon contition affects misfire. changed US rifle damage to reflect the better round. Chinese rifle has 30 round magazine while us one has 20. made the 32. cal a 6 shooter instead of 5. made pipboy to have double the range of flashlight. cripled legs have lower speed now. changed the ammo icons for rifles. Changed the old model of 5.56mm magazine to reflect that it's for chinese rifle only. Those are the major changes. When i get the time to check the esp, i might add/correct more.
.32 is 8mm not 9mm
 
FO3 is now got me drooling over moding it.

Railway rifle have peeked my main interest right now

C8 00 00 00 Price
C8 00 00 00 weight
00 00 10 41 ??float
1E Damage
00 ??
08 Clip

Er ok I know what most of the settings are LOL


Fire rate is stored in the dam right?

Now where would the projectile speed with in the railroad spike stings be?

What I want to do is up the speed of fire rate by 30-50%, up damage by 15 and and speed of the projectile by 30-50%.


So I copy the records into a new one and use that as my mod what else do I need for it to work?
----------
Ah got it to work..but can't find refire rate
 
Sorry if i am bothering, i was thinking about the laser rifle and pistol and they have to be high acuracy, because its just light jumping out from the gun.
 
Gustavo Ganso said:
Sorry if i am bothering, i was thinking about the laser rifle and pistol and they have to be high acuracy, because its just light jumping out from the gun.

I dunno the way they made it its a spamming weapon, I up'd damage by 15-20 on them both and halved the clip, now they are worth while weapons trying to adjust price on them now.
 
the way i see it the energy weapons are too weak as it is. now if you use the protectitron's gaze or a3's plasma rifle then you got some heat going but the fact is that the energy weapons are totally outclassed by the automatics in damage in that way. at least in the other fallouts the automatic firepower was a pretty point blank weapon, where single shot weapons would do the same damage at a distance as up close. however fo3..... well if your even halfway decent you get 90% of the rounds in on the target. lets face it there aren't too many sniping opertunities.....
 
ceacar99 said:
the way i see it the energy weapons are too weak as it is. now if you use the protectitron's gaze or a3's plasma rifle then you got some heat going but the fact is that the energy weapons are totally outclassed by the automatics in damage in that way. at least in the other fallouts the automatic firepower was a pretty point blank weapon, where single shot weapons would do the same damage at a distance as up close. however fo3..... well if your even halfway decent you get 90% of the rounds in on the target. lets face it there aren't too many sniping opertunities.....
I'm working on weapon rebelance mod, got beta released - it already makes the energy weapons more powerful than the rest.
I'd suggest you to give it a try.
http://www.fallout3nexus.com/downloads/file.php?id=277
 
Galluskek said:
Dubby said:
...
Ar1z said:
Code:
....
00 00 40 44	[float] 768 {?} <- max something?
00 00 00 00	-
08 04 00 00	<flags>
00 00 80 3F	[float] 1 {?} <<<<<<19 up crit chance (%)
00 00 20 41	[float] 10 {?}	
00 00 A0 41	[float] 20 {?}  <<<<<<17 up APs
00 00 00 3F	[float] 0.5 {?}
00 00 00 3F	[float] 0.5 {?}	
9A 99 19 3E	[float] 0.15 {?}
00 00 00 00	-
00 00 20 41	[float] 10 {?}    <<<<<<12 up RPS
36 AB 2A 40	[float] 2.6667 {?} <- max something?
CA 54 15 40	[float] 2.3333 {?} <- min something?
00 00 00 00	-
29 00 00 00	[int] 41 {?} <- item type?
01 00 00 00	[int] 1 {?} <- likely an on/off setting?
00 00 00 00	-
00 00 80 3F	[float] 1 {?}
FF FF FF FF	[NaN]
00 00 80 3F	[float] 1 {?}
CD CC CC 3D	[float] 0.1 {?}
00 00 40 40	[float] 3 {?}
edited for brevity.

The line indicated as 17 up is definitely referring to the amount of APs per shot in VATS. 12 is probably the rounds per second, the firing rate of the weapon and 19 up is most likely critical hit chance. This is corroborated by the using the stats for several weapons for comparison, however I have not yet had the chance to test out the effectiveness of the modification. More analysis will be forthcoming, and thanks for the original post without it I would be lost in hex.
You a great wrong.
I try change all of these values and NO ONE affect to bullets spray or ROF (rate of fire).
 
Gustavo Ganso said:
i'm dowloading this mod, a already have a balance mod for wepaons, this is just for energy/big weapons?
For now, yes. I'll do small guns in the next few days, need to finish some programming for university first.
 
Back
Top