Modifying Mods....

Fabse

First time out of the vault
Hey guys,

I have the following problem:
I often find mod packages that add for example several weapons to the game. But most of the time there will be several weapons, that in my opinion dont fit into the fallout world. Can someone give me a noob-proof explanation of how i can delete some weapons out of these packages using the GECK? I've never done any modding so far, so im struggling with using the GECK.

Thanks a lot!
 
It's really quite simple.

1. Open the GECK and use the open function (the icon is a folder at the top left of the screen)

2. check off the mod you want to edit, don't forget to click "set as active file", which is in the same window.

3. Wait for it to load - be patient, sometimes it takes a while.

4. You may get error messages. Often times it is not important, you should just click "yes to all"

5. Next, in the object window to the left, expand the "item" section, and then click on weapons. Now you should see a complete list of the Form ID's for every weapon, including those in the mod.

6. Highlight and delete the weapons of your choice.

Anybody here can correct me if I'm wrong.
 
The problem with your method Fractal, is that if the mod equips the weapons to NPCs, then you may end up having a whole bunch of unarmed NPCs because you deleted the weapons they were carrying. I'd say build the weapon from scratch using the resources from the mod. Just take note of all of the stats\meshes\grip\reload\model and such, then open the Fallout 3 .esm only and edit a preexisting weapon by changing it's ID and replacing its stats\meshes\ etc. etc. with the ones from the mod. If the mod doesn't change the equip lists, then Fractal's method is perfect.
 
Ok, Ill try that! Thanks a lot guys. Although I do think that the mod does equip the weapons to npc's as well. Its the Classic Fallout Weapons mod.
 
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