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Well I don't have all the answers but I'll try to write some thing for us nubs to help us get in the right direction.
First thing you will need to gather what resorces your going to need.
Tools:
FO3 BSA Archive Utility
- A Java applet that allows you to extract data from the game archives.
Photoshop DDS Plugins
- Allows Photoshop to open, edit and save DDS files.
DDS Converter 2
- For those without Photoshop that want to edit textures.
Fallout Mod Manager
- Utility for editing ESM/ESP files, with launcher.
NifSkope (frequently updated)
- 3D mesh viewer/editor allowing you to edit properties (texture path, translucency, etc.).
FO3Dump BETA
- Decodes contents of ESM/ESP files.
ArchiveInvalidation Invalidated
- Circumvents the tiresome job of adding lines to ArchiveInvalidation.txt.
KF Updater
- Command line utility for converting custom animations to FO3.
Blender
- An open source 3D modelling suite for use in conjunction with NifSkope.
FO3Edit
- Module viewer/editor and conflict detector.
NOTE: you may not need all the tools. Depends on your intentions.
Most forum posts I've come across the majority of people seem to be using Fallout mod manager to do most of there work. I'd recommend it for the shear amount of information given in this format.
To Mod weapons and items:
Open up FOMM ( Fallout Mod Manager) > click plugin editor> file > open . . and open the file fallout3.esm
This file is where all the scripting variables are held like weight of an item and damage of a gun.
It takes a second to load but once you have it up you'll see tons of catagories to choose from. In the format of GRUP (****).
For modding guns you'll be focusing in the GRUP (WEAP) , GRUP (AMMO) and GRUP (GMST). If you Click on say the GRUP (WEAP) catagory it'll expand and you'll see every gun in the game now. If you go down twords the end and find WEAP (WeapChineseAssaultRifle) and click on it you'll see the information on the gun on the right and the bottem left you'll see more of those damn acronyms.
DATA and DNAM are the main focus of most of the tweaking of guns. If you go into say DATA and your NOT in hex mode youll get named fields in which you can change there values to what you desire. WARNING : some feilds are NOT labled due to lack of knowlage of what that particular variable controls and I would be careful changing these values.
Almost all post ive seen on editing and changing weapon stats is in Hex. to get to hex go to Options and uncheck " Use new subrecord editor" and when you click on DNAM or DATA you'll get the rawl hex values.
once you've modified what you want go to the top left window and scroll to the top and click TES4 right under Fallout3.esm go to edit > New subrecord and down in the bottem left you'll see NEW_ go to options and uncheck hex mode then click on NEW_ and type in the box fallout3.esm and change the Name to MAST.
Once that is done it makes the new .esp your about to create over ride the settings in the fallout3.esm.
Then just go to file Save and name your modification plugin what you want. Open up your fallout launcher and underneath play you'll see DATA click than and make sure you checked off the newly created .esp you created, than play.
I DO NOT no all the specifics of what every thing does in the fallout3.esm my intentions are just to help people get started in the right direction. I hope this is of much help to all.
Also its a good idea to delete all unmodified catagories in your plugin so they dont conflict with any thing or do unwanted accidental changes. It also helps cut down on confusion while your working on it.
If your still lost download this small mod by Ar1Z
realism.rar
So you can see an example of every thing if need be.