Talk:Weapons

From the Fallout3 GECK Wiki
Revision as of 23:43, 7 January 2009 by imported>SnakeChomp (→‎Range)
Jump to navigation Jump to search

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 "weapon_sniper_rifle.dds" 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 "weapon_sniper_rifle.dds" 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
The "File not found" icon is the default icon for any items without an icon defined. You'll need to give select an "Inventory Image" for it in the GECK
Cipscis 14:48, 22 December 2008 (UTC)

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 'weapons_10mm_pistol.dds') -- 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:
data/interface/subdirs/file.dds
data/weapons/subdirs/file.nif
it needs to be like this:
data/textures/interface/subdirs/file.dds
data/meshes/weapons/subdirs/file.nif
--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.
--Gedrean

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.  :)
--Gedrean

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.
--kbbenson

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

Range

In vanilla FO3, certain weapons appear to have a hidden accuracy problem or a range problem. For example, the Sniper Rifle. I can be within what seems a reasonable range, zoom in, put the + target in the middle of the back, with no physcal obstructions between me and the target, but when I pull the trigger, a round fires but nothing else happens. No damage is inflicted, yet the enemies are alerted as if I had missed. In addition, the non-zoom sight (the one that looks like > < ) is green, even though I'm aiming right at something (it should be red to confirm I'm aiming at an enemy target). What is the problem here? Is it range? If so, how to I increase the range? I've changed the Max variable in the Range box (from about 3750 to 6000) and nothing seemed to happen.

I've played the F3C mod and noticed that the range of the sniper rifle seemed much greater and that the > < sight turned red when placed over enemy targets at much greater ranges. What can I do? Servius 21:39, 20 December 2008 (UTC)

You are outside of auto-aim range. What happens then is that the bullet follows the line traced by the barrel of the gun - which is pretty much never pointed directly through the crosshair. You can't really tell much of the time, unless you are at very high range.
When you are in auto-aim range, the auto-aim eliminates this issue.
It's a very large annoyance and one I hope the community can fix with some standards - this would allow iron sights and manual aiming. But it only works if all guns are designed to meet the standard, which takes a very large degree of cooperation on the part of modelers...
DragoonWraith · talk · 19:04, 21 December 2008 (UTC)
Is there a way to extend the range of auto-aim then? I think the F3C mod managed that, as their mod's version of a sniper rifle (actually, all weapons I think), had the red > < sights at incredibly long ranges, which based on your explanation seems to suggest that's what they did. I'd like to just make the auto aim feature's range match that of the projectile. Where can I go to edit the range of auto aim? Servius 02:12, 8 January 2009 (UTC)
Did you try searching here before asking? Auto Aim Settings
--SnakeChomp 04:43, 8 January 2009 (UTC)

Need help with explosions.

Ok im trying to make a new weapon. its basically the same thing as the fat man but its an actual nuke and i wanted to use the megaton explosion or something similar. is it possible to use that explosion? if yes how do i do it? or how do i make an explosion of similar proportions and a large damage radius. thank you. -Nailcannon 21, December, 2008

Projectile weapons launch Projectiles and Projectiles can have Explosions attached. You need to create a projectile with the megaton nuke explosion attached (it's under Special Effects -> Explosions), then set your weapon to use that projectile (that part is under the Art and Sound tab of the weapon).
--Quetzilla 04:18, 22 December 2008 (UTC)

Ok thanks. Nailcannon

Call me a noob but...

OK. So I'm new to this whole G.E.C.K. thing and the tutorial didn't really explain it well. So, I've made a custom weapon, and I do the checky thing at the data files launcher, and I made it an active file, but when I load my game, the gun I made isn't in the inventory. When you save your custom weapon, does it even go to your saved story mode game? Or do i have to make a new one?

Does the GECK's DPS calculation take Critical Hits into account?

Over at the Fallout Wikia, I do a lot of work on the Weapons page. There's recently been a suggestion to modify the DPS stat we show there to include the effects of critical hits. I was about to begin work on a calculation, but before I went too far, I wanted to see if the GECK's DPS stat already takes that into account or not. I suppose I could test this by opening the GECK and messing with the Crit % Mult stat to see if it affected the DPS, but I'm away from my desktop, and getting an answer here will help future users with the same question. Anyone know the answer? Servius 02:15, 8 January 2009 (UTC)

No it doesn't. Its just a calculation involving weapon damage, clip size, attack rate (on art and sound tab) and reload time (also on art and sound tab). Its purely a convenience for developers so that they don't unintentionally create overpowered weapons.
--SnakeChomp 04:42, 8 January 2009 (UTC)