sashalag Posted October 27, 2016 Posted October 27, 2016 I am learning how to do that. I converted a Colt Army mod for NV into a weapon for F4, just to replace the fuc**** shit BS calls "western revolver" in Nuka world xD....it´s still buggy, and still checking how to make everything work ok. You need basic knowledge about Outfit Studio, nifskope, Gimp, Geck, and how Materials and textures work in F4 Maybe the way I do it is not the better, you need to use: - BSA unpacker (for F4, Bethesda Archive Extractor), to get the base weapon I use as base (I don´t have the skill to make it from scratch...) - Nifskope - Gimp (or photoshop) - Outfit studio - Materials Editors - CK What I do: 1) Load the NV weapon in Outfit Studio, and FOR EVERY PART in the weapon, export it as OBJ 2) Start a new project in Outfit Studio, load a reference (I use the CBBE body as reference), and don´t load an outfit (use "clear outfit") 3) right click on the name of reference, in Outfit Studio right window and import EVERY OBJ file you exported before 4) edit the weapon/pieces so it gets over the body (as if it was a head), with the cannon pointing to the front Don´t add any node (more on that later, when/if we want to make the weapon wearable, so we can use with Visible Weapons...) 5) Export as nif (ignore the message telling you there´s no weight added ) 6) load the weapon in nifskope and texturize it ´( you´ll only need the main texture from the NV weapon, then you´ll need to make the normal and specular maps by yourself (I use Gimp for that, there are some tutorials around ) ) 7) unpack Fallout4 meshes with BAE and load a similar weapon (I used the 44 magnum model) in nifskope there are some part in the F4 model that are movile (trigger, hammer and cylinder in the revolver, or the reciever cover in the 10mm pistol, by example). You need to replace those pieces with the same ones in the NV model we just made. Those movile parts are in their own ninodes, so you´ll need to make the new part childrens of the right ninode, then delete (remove block) only the mesh part (NOT the ninode itself) 8) "Copy branch" the block you want to "add" to the vanilla weapon, then "paste at end" in the vanilla window And here comes the part where you need to know how to use nifskope (there are tutorials around too)... - You need to add a string with the name of the new part (in the picture is the Colt Army body, so that could be a good name for the string ) - Assing the string number to the part - Assing a Materials file to the part (again...look for some textures/materials creation tutorial) - Choose the ninode where the part must go and make the new part a children of it ( in this case is the main ninode, as the body is not movile, but for the Cylinder we have to choose the ninode where the original F4 cylinder is, becouse that one has to move... don´t ask me how or why, I am just learning and using "test and error" method...lol ) - DELETE the original part that the new one is replacing (use "remove block", not "remove") - REPEAT WITH EVERY PART - you can delete (remove block) other parts that are in the F4 weapon, and there are not in the NV one (like bolts, screws and so on) but DON´T remove BSXFlags, BsConnectPoint::Parents, BsConnectPoint:: Children and BsBehaviorGraphExtraData, as those are the nodes that somehow tells the game that this is a weapon (I guess, again I am just learning) I am not sure I am good explaining ( english is not my language), but to this point, we have the F4 base weapon with the parts of the new one, so we can save it with a new name And then comes Creation Kit Fuck...I didn´t notice how complicated is until I started writting this...lol Open CK Load Fallout4.esm search for the vanilla weapon (in this case the .44 revolver), you can also make a new one from scratch, but I suggest to use a vanilla one as a base, just to learn how it works change the reference name so it will save as a new one in the tab "art and sound", you need to replace the actual model (.44) with the new weapon we created in nifskope There are several things to do in CK, so the weapon will be playable in game : - Create the new reference weapon - Create a template ( in this case I just make an empty one) - Create a Recipe, if you want it to be craftable (there are two type of Recipes) - Create a co_mod, if you want to make it improvable (again, I made an empty mod for the weapon, but did not add any other part, so when you improve the weapon there´s no visual effect, it remains the same, but more powerful) I don´t want to make this post too long, and explaining all the CK work would make it ethernal, so I´ll stop here and will follow later, and try to answer what´s not clear enough (I guess nothing is clear enough, I am so bad explaining things...lol ) I hope someone can find something usefull, or can correct my mistakes, or can make it clear, or easier to do... kudos
feral Posted October 27, 2016 Author Posted October 27, 2016 It looks like you're using the same technique I found for converting 3/NV armors, it's something I'm going to look into after I finish this one mod I'm working on.
sashalag Posted October 28, 2016 Posted October 28, 2016 In fact I found the method in a tutorial for making the weapons holstered (converting them to armor), for using with Visible Weapons, the rest is, as I already said "test and error". For the moment I´ve made two weapons, this one based on a NV mod, and a Colt Peacemaker that I took the 3d model from a free models page, and they both work ok in game, with some minors problems, like the NV Colt Army that can´t be taken again, when I put it on display in the wall panels from workshop, although the other Colt can be grabbed again, and I did copy&paste in CK for everything, so I don´t understand why... Never tried with an semi-auto weapon, only revolvers, as I already found some very good semi-auto pistols mods like the Desert Eagle, the Glock, or the Colt 1911, but I supose that the technique is the same, only changing the animated cylinder (and cylinder reloading anims) with the movile part of the semi-auto pistol.
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