Gun Tutorial Game: Fallout 3This will not be as comprehensive as some others; it will merely blow through what all the different scroll-bars, slot numbers, and toggles do, and how they affect in-game play. In this case, I am going to edit something already pre-made by Bethesda, so nothing new is being made here. I don't know how to add totally new weapons into the game.
1). Fire up the GECK.
2). OBJECT windowGo to Items > Weapon. Find a weapon you'd like to make some changes to. Right-click > Edit on it. Give it a new ID and Name.
For me, this is going to be the very fast, very loud, but extremely inaccurate Assault Rifle. I'm not going to change its speed, or its weight, or anything like that. I will try to make it more accurate though. And also, I'm going to make its components last longer.
3). Here are all the items on the top half of the Weapon panel.
Script: Do not use.
Object Effect: This scroll-bar will add certain effects to different weapons. For instance, we can put Moira Brown's "mole repellant" effect (which is found in a different part of the Object window) onto a Baseball Bat.
Ammunition: self-explanatory. This is what sort of Ammo your gun will require to operate.
Clip Rounds: Same as above. We can change the number of bullets in each clip.
Skill: another self-explanatory scroll-bar. Which skill does the gun affect?
Repair Item List: VERY important. Whatever is in this scroll-bar is what we can use to repair the gun with in-game. Since my assault rifle will be a unique item, found in very rare locations throughout my game, this doesn't mean it won't be able to be repaired. I'm leaving this on RepairAssaultRifle.
Equip Type: Again, self-explanatory. Don't change this away from SmallGuns, or whatever weapon is being edited.
Flags: These are various toggles which can be turned on and off, mostly self-explanatory. More detail about this can be found here...
http://geck.bethsoft.com/index.php?title=AmmoOne thing of interest is "Ignores Normal Weapon Resistance" which is a holdover from Oblivion, affecting the way silver weapons can damage undead, for instance. In other words, this flag doesn't do anything in Fallout. (thank you 'Rosa).
"No Jam After Reload" ... guns which have low Health will sometimes stick (not fire) after a new clip is slammed into them.
"Minor Crime" if the gun is used in-game, it is going to be considered a crime!
4). Game Data tabOn the lower half of the Weapon panel, and on the middle-left of the page, are three tabs. The Game Data tab is selected by default, and there are also Art and Sound and Rumble tabs.
Weight: After all these years, I'm still not sure if Beth uses pounds or kilograms.
Health: Yes!!! Finally, a way to make weapons last longer before repairing sets in. Though this is cheating, there's always a way to explain more durable guns through roleplay, right?
Reach: Do not use. This is always set at 1.000 by Beth.
Fire Rate: Another duh.
Spread: This controls how accurate or inaccurate a gun is. Assault weapons in general are pretty inaccurate. By default this is set to 4.000 for an Assault Rifle. Change this to a lower number for less chance of missing, but also less chance of randomly hitting.
Min Spread: Guns have a minimum and maximum spread.
Sight FOV: This has to do with how far "inwards" the player's vision narrows in while aiming.
Sight Usage:
Crit Damage: How much damage this gun will do through critical hits.
Aim Arc: Not sure. Do not use.
Value: Durrr.
Damage: This is the base damage the gun will do most of the time, while Critical Damage is what it
can do, some of the time. Obviously, it can be very easy to make a gun which oneshotkills everything in the Wasteland, so don't remove all challenge from the game, else you might also remove a lot of its fun!
Ammo Use: How many bullets get used up per round.
# Projectiles: How may bullets come out of the gun at once. I don't think it has anything to do with Ammo Use.
Limb Dmg Mult: When making critical hits through VATS, this is what causes more or less damage. Leave this at 1.000. I think problems with glitches can otherwise occur.
Base VATS To-Hit Chance: this number can also be affected by certain Perks the character has, as well as Luck.
Burst Shot / Long Bursts: Do not use.
Semi-Automatic Fire Delay Min / Max: These affect the delay between shots. Don't mess with this.
Resist: This scroll-bar determines if the gun has resistance against various types of damage, such as resistance against energy weapons, fire, and so on.
On Hit: Don't mess with this.
Range: There is a minimum or maximum range in which the bullet has effect. This is measured in Bethesda's cryptic "units", (the same units that get used for setting X-marker distances, for instance), so this does not measure standard or metric.
Action Points: How many "Action Points" the gun uses per shot.
Damage to Weapon Mult: How quickly health regenerates. Don't change this.
5).
Art and Sound tab.
Most of this we won't mess with, because this tab affects all the various artworks (such as icons) that are already in the game.
An example of a time we'd want to mess in this tab though is let's say we want to make a pistol shoot fire instead of bullets. If we have a 10mm Pistol, and make changes to it in the Game Data tab so that it uses Flamer Fuel, if we didn't change anything in the Art and Sound tab, the gun would still visually shoot 10mm ammo, even though the effect would be enemies burning up. We'd have to go into the Art and Sound tab to make the gun visually shoot flames, and also have the sound-effects for this as well.
To make a pistol which shoots fire, make all the changes in the Game Data tab, but then study the Art and Sound tab for a Flamer. Make the appropriate changes to the flaming pistol.
In most cases though, skip the Art and Sound tab.
6).
Rumble tab.
This affects Xbox and Playstation controllers. We can make the motors in our controllers rumble more or less, amazingly.
Don't mess with this, in most cases.
This post has been edited by Renee: Aug 29 2018, 01:57 PM