Revision as of 18:32, 18 December 2008 by Quetzilla (Talk | contribs) (Weapon Texture issues)

I'm having trouble. I want to create a new weapon, but when I go to the art tab, I cant select any models. It takes me to a file with no models in it, and I've run a search on my computer for the model name I want and it doesnt return the data. So, I guess what I'm asking is how do I access these models? Also, is it possible to duplicate a weapon profile so you can just edit a few details (Like to make a unique variant of it)? Where are the models? Do I need to somehow export them? Help! Iron Angel 00:59, 13 December 2008 (UTC)

The files are inside of the the .bsa files in your DATA directory. You'll need to extract them using either FOMM or FO3Archive. Search for them on F3Nexus.
--Quetzilla 01:05, 13 December 2008 (UTC)
Thank you very much. Iron Angel 01:12, 13 December 2008 (UTC)
Is it working out for you and if so could you please explain(or link to an explanation) how to make a new weapon from existing models. I'm having a difficult time making a variation of the .32 pistol.--LaughingBandit 08:36, 14 December 2008 (UTC)

Greetings, i am haveing a problem makeing the pipboy image for my weapon to show ingame. Ingame it is only shown as an error message, the weapon is still playeable though. I have exported an image called "" to use, and i have chosen it in the arts and sounds tab. Help appreciated. //Siphex

Try changing the name of the file to something else and updating your .esp
--Quetzilla 19:00, 15 December 2008 (UTC)
In Oblivion, at least, underscores in some file names (most notably textures) could cause problems. Try the filename without underscores.
Also, please sign your comments with ~~~~, thank you.
DragoonWraith · talk · 22:35, 15 December 2008 (UTC)
That can't be the problem -- BGS uses underscores all over, the "" is an included texture. I have replacer textures for those icons too and those work fine as well.
--Quetzilla 00:05, 16 December 2008 (UTC)
I've changed the name of the file but it still says: pipboy error [File not found].
At the moment im useing existing weapons to get the image right but in the future
it may cause problems with custom images.
--Siphex 19:24, 16 December 2008 (UTC)Siphex

So I'm having difficulty as well with the weapons. Used FO3 Archive to extract files I needed to the same named directories as in the game (just using the existing models and icons for now) - So in my data directory I have interface directory (and subdirs all the way to '') -- and I have weapons directory (with subdirs all the way to '10mmpistol.nif') When I attempt to select those files in GECK it gives me an error of invalid directory. Tried also placing the directories in the main fallout 3 directory (where the fo3 and geck exe's are) and it won't work there either. Any advice? --Gedrean 19:42, 16 December 2008 (UTC)

It sounds like you have things like this:
it needs to be like this:
--Quetzilla 20:29, 16 December 2008 (UTC)
Well, color me stupid. It worked. Thanks!
--Gedrean 21:21, 16 December 2008 (UTC)
As a side note, it's only the GECK that cares about these directories. If you use FO3Edit You can put new files in whatever directory (under /Data/) that you want.
--Quetzilla 23:01, 16 December 2008 (UTC)
True - but this Wiki regards the GECK and as I am practicing modding using the official tool, I would think it appropriate to follow its idiosyncracies. ;) Also, another question in a new Topic below.

New Problem/Issue

Okay, so I was going over the Weapons page, and then the GECK, and realized something: The weapons page contains fields that are not actually in the current GECK release I downloaded this morning!

Some of these fields seemed useful -- but I cannot access them. Any reasons?

BTW, my previous mod, a test at creating an uber-pistol for the sake of creating one for my first mod, worked brilliantly.  :)

You'll have to be specific about what it is that you think isn't in the GECK. you're probably not realizing that the Weapons window has multiple Tabs in the lower half that you'll need to switch to to see what they contain.
Also, make sure to sign your posts.
--Quetzilla 03:42, 17 December 2008 (UTC)

Weapon Texture issues

Good morning all! I've managed to create a custom weapon in the GECK with all the parameters I want: I did a custom description for it, I altered the stats to my liking, I have it placed in the game world...The only issue is getting the new textures to bloody appear in the bloody game! Here's what I did to get them to appear in the GECK; maybe there is some issue in my process here...? and for the record, i used the hunting rifle as a base.

1.) After first creating my weapon, I went into the miscellaneous-->Texture set window created a new texture set for my item, and gave it a unique ID sorta thing so it didn't overwrite any existing set; so far so good, it seems. 2.) I navigate to form for the weapon that i've edited and then right-click, select edit, and then click on the 'edit model' button in the window on screen. The weapon model i'm basing my item off of is all red; no problem: I load the texture I want and that fixes the redness -- in the GECK, it looks as i would want it in the game. 3.) I place my item in the game world to test it out...and lo and behold, everything worked fine except the textures -- they're still the default textures for the hunting rifle! I have no idea how to get this working; my intuition tells me everything should work, but apparently something gets 'lost in translation' from the geck rendered item to the in-game rendered item.

The plot thickens: The texture I want to use appears when the weapon is on the ground, but not any other time...hmmmm

any help would be uber-appreciated! --kbbenson

weapons have two models -- the normal model and the 1st person model. In order to get your textures to work all the time, you have to edit the textures for the Static item that corresponds to your weapon. You'll find these under World Objects->Statics in the Object Window. The weapon models are at the top of the list.
--Quetzilla 18:33, 18 December 2008 (UTC)
Thank you Quetzilla; It works perfectly now.

I added the relevant info to the Model section for future use.
--Quetzilla 23:32, 18 December 2008 (UTC)

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