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csimn

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  1. NoraCHUCHU
    NoraCHUCHU
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    It would be good to create a way to add 3D model replacements to be independent... I tried to do this with a Fallout laser rifle model and it was impossible because the weapon is made up of many other independent models
    1. csimn
      csimn
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      Thanks to comment, I'm hoping that too, but I don't know about 3d modeling works, so I can't tried about that, but, the only things I tried is, Orionly's new auto receiver's model file is originally Equinox's model(because, the record is copy of that Equinox's auto receiver), but I changed the aiming model/ part model, etcs to Orion's semi-auto receiver's .nif file, so, I think you need to make/get your .nif file, and just change to .nif to yours.. 3d modeling knowledge is out of mine..
  2. VirtualChrisM
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    This might help me out, but I’m not sure how. I want to create a new named weapon for most guns in the game, since the ones provided by Bethesda suck. For example, I want to create a Legendary Advanced Hard Target, pick the three perks, and load it up with mods and call it the “Interdiction”. What I need are steps or a guide on how to do this. I’m not sure an example file helps me at all. Does it?

    I would then release a mod with all these new named guns that players could use in their own world by using a console command to spawn the ID. My ultimate goal is to make Starborn have a chance of dropping one of these new guns I create, but have no idea if that’s remotely possible. For now, I just want to create the guns. 
    1. csimn
      csimn
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      Thanks for giving long and what i should do..
      when I upload this, I was thinking the needed info is enough, but now I know, only these info is completely not "info", so I will add more info: mod Installation guide, "how to editing this mod for your wants", this is only things in my starfield modding experience.. so I can't provide how add your custom 3D models, adding script, etc..
      ANYWAY, THANKS FOR REPLY!
    2. VirtualChrisM
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      I just need to know how to extract the gun record into a new ESM like you did... and how to change the traits, mods, name, etc. I'm not going to replace 3D models or anything like that.

      I mean how did you copy the Orion record?... Weapons with an ammo counter can't be "moved" to a new file as the reflection data for the ammo counter block it. 

      If I provide you with a list of new named weapons I want to make, would you consider making a mod file to make it real?
    3. csimn
      csimn
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      I don't know how extract the gun record from vanilla esm, just used in require section's esm mod, so, sad from saying this, you need to go the mod and ask to there.. and the method in my video(uploaded)
      https://www.nexusmods.com/starfield/mods/6696 -- Weapon Modding Access ESM
    4. VirtualChrisM
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      Thanks, That full list of weapons in an ESM will probably help me... and I'll check out your video.  Cheers!
    5. SecretStash
      SecretStash
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      Create a vending machine that players can buy your weapons and sell your brand of weapons using these kiosks. You could use a mission terminal or a piece of furniture and a screen. Spread them throughout the major settled systems, maybe have a few in select places that offered select armaments. Ones with even more lore friendly and/or advanced and/or ridiculous specs.
    6. VirtualChrisM
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      Good idea!
    7. VirtualChrisM
      VirtualChrisM
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      So I downloaded the Weapons.ESM of from that other mod, and watched your videos. Your videos helped from the perspective of creating a copy of a weapon for my own mod. But what I want to do was different from your video.

      What I'm trying to do is create a new unique named item - new combination - which I'm calling an "AA-99 Assault"... similar to the vanilla "Marksman's AA-99" (Combination #14). So on top of copying over the weapon, and mod association keyword (ma_AA99Assault), I also needed a copy of a keyword for the instantiation filter (Weapon_AA99Assault_Unique_01_Restricted) which I think links to the combination used for this named variant, and a copy of the leveled item (LL_Weapon_AA99Assault_Unique_01) which is the actual ID you use with player.additem.  It all seems to work. Where I'm confused is with the mods. All the weapon mods are still vanilla references. The scope, barrel, mag, etc I'm using are all vanilla OMOD IDs.  But I wanted to make it Advanced Quality (Quality 4) and it seems like I needed to copy the Quality Mods over (like mod_AA99Assault_Quality_04), and what's more, to create an actual Advanced Quality Weapon, I had to add mods to the Combination for all four quality levels... it seems they stack.

      Am I Ok to just reference the vanilla OMOD IDs for mods like barrel, mag, etc.?  It seems to work fine with the workbench to swap mods this way.
    8. csimn
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      I think, it's answer is "Yes", Think like original Orion-my Orionly, I made new keyword(ma_Orionly) because, I don't want edit the original Orion - do not add the auto receiver - and add auto receiver to only Orionly. so, if you want to just add new "variant" and it have completely same parts to original weapon, you just need to add the combination in the original weapon, and add the instantiation filter (like Weapon_AA99Assault_Unique_01_Restricted) if need, and the "Quality", that mean about weapon damage, so, you can add quility keyword(like mod_AA99Assault_Quality_04) with the new combination, also add legendary option's keyword.. this is my answer if i understood correctly..


      EDIT: the another reason of why i did add new record instead make new combination is preparing to Creation Kit Bethesda will publish in 2024, by not edit original weapon, so, if our current SF1Edit goes wrong state, we need to just uncheck my .esm file in load order then we will just lost our new weapon..
  3. LastIstari
    LastIstari
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    Thanks I'm sure that could be useful, I made a carbon fiber version of the Wakizashi maybe I could make it stand alone
  4. ShuAkechi
    ShuAkechi
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    now we need one for armor