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Gun Mod Recipe crafting list, in wrong order when in-game.


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I'm making a few mods for a gun, and the MAG refuses to go into the correct place in the mod crafting recipe list, when I'm playing the game.

 

 

Flamer

 

Recipes in the workbench that I want

 

Standard

Large

Huge

Extreme

 

 

 

Recipes that are displayed, in the add-on for the weapon ( in-game )

 

Standard

Large

Extreme

Huge

 

 

 

I've seen another post about this, but I've tried all sorts. It still refuses to change the order.

I was just wondering what were the things that made the add-ons change their order.

 

 

 

The other post I tried following, but with no success... https://forums.nexusmods.com/index.php?/topic/5510597-rearranging-gun-mod-list-in-the-crafting-menu/?hl=%20recipe

 

I still couldn't get the recipe to change place, I even tried remaking the mod from scratch. But still no luck...

 

 

A numbered list of priorities, for what the Creation Kit uses to sort gun mods would be nice.

Edited by Krazyman999
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Yeah... I have.

 

miscmod_mod_Flamer_MagTank_ExtraLarge... this is the Vanilla one that won't budge from the bottom of the pile.

 

I followed the other set of posts, in the link. There's a screenshot of the location, but for some reason, the Flamer Huge Tank wont budge from being at the bottom.

 

 

Flamer

Recipes in the workbench that I want displayed, in correct order in game.

Standard........... value 25........... miscmod_mod_Flamer_MagTank_Standard

Large........... value 26........... miscmod_mod_Flamer_MagTank_Large

Huge........... value 27........... miscmod_mod_Flamer_MagTank_ExtraLarge

Extreme........... value 28........... miscmod_mod_Flamer_MagTank_Extreme

Actual display order in game, when crafting Flamer propellant tanks, which makes no sense.

Standard........... value 25........... miscmod_mod_Flamer_MagTank_Standard

Large........... value 26........... miscmod_mod_Flamer_MagTank_Large

Extreme........... value 28........... miscmod_mod_Flamer_MagTank_Extreme

Huge........... value 27........... miscmod_mod_Flamer_MagTank_ExtraLarge

I've checked in game, and the prices are what they should be, just the order is not correct. I was wondering if I missed something, when making the mod.

Sorry for the lateness of the reply, I forgot to add follow to my own topic, so never got any new notifications.

Edited by Krazyman999
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On the actual mod (Object Modification, which you set what the mod does), have you made sure to attach the miscmod to it? Have a look on your new extreme mod and under the name is a drop down menu called 'Loose Mod', make sure you have selected 'miscmod_mod_Flamer_MagTank_Extreme' there.

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Brilliant... that did the trick.

 

I had made all the mods, but just missed one link.

 

The Extreme Tank was made from a duplicate of the Huge Tank, and was still linked to the Huge Tank. Instead of being linked to the new, Extreme Tank.

 

 

 

Thanks for all your help, I can finally finish my Flamer mod.

 

 

 

The Vanilla Flamer is a seriously under developed item, when equipping mods to it. Most of the Flamer mods in the Vanilla game show no stat increases...

 

- No Fire rate

- No Range

- No Accuracy

 

 

I know this is asking a lot, but do you know where they are located. I'd like to fix the flamers, along with other throw away, useless weapons that I'd like to have a use for.

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No problem! Glad to help.

 

As for your other question, I'm assuming you want mods to increase those stats, rather than just buffing the flamer weapon directly?

 

For fire rate and range, I believe you need to edit the actual projectile, rather than add stats in the Object Mod. For example, if you look at the Object Mod for the standard barrel for the flamer, in the Property Modifiers box on the right it says Override Projectile - SET - FlamerProjectileStreamMedium. So if you go and open the projectile 'FlamerProjectileStreamMedium' you can edit various stats including range and speed.

When you equip the Long Barrel onto the flamer, it overrides the projectile to FlamerProjectileStreamLong, which if you look at that, has an increased range.

So you could either edit the range on those projectiles to increase the range, or just create new projectiles and new flamer mods and make the mod override to your new projectile. If that makes sense?

 

As for accuracy, I'm not 100% sure for flamers, but for guns I just add 'fAimModelConeIronSightsMultiplier' for sighted accuracy, and fAimModelMaxConeDegrees / fAimModelMinConeDegrees for hip fire accuracy, to the Object Mod.

After a change just keep going in game and check the stats for the flamer to see if its changed how you want it. But you might have to spawn a new flamer to check.

 

Not sure how well I explained all that! Hope it helps. Let me know if you have another question.

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You explained it really well...

 

 

I had already made the FlamerProjectileStreamExtreme, I am still tweaking all of them, I had also tweaked some of the stats on the new projectile.

 

I've got all the Weights done correctly, and the Values.

 

 

The Extreme mod isn't changing the guns name, I was wondering where that was. I've searched, but cannot find it.

 

Eg...

 

Standard tank = Flamer

Napalm tank = Napalmer

 

Standard barrel = Flamer

Long barrel = Extended flamer

Extreme barrel = Flamer ( my barrel is showing the wrong add-on name )

 

Standard propellant tank = Flamer

Large propellant tank = High capacity large flamer

Huge propellant tank = Maximum capacity huge flamer

Extreme propellant tank = Flamer ( my tank is showing the wrong add-on name again )

 

 

I haven't found anything with those names...

 

 

 

I still need to change the Fire rate, Range and Accuracy displays in the main game. But I've been working on getting the Weights, Value and real life ranges and strengths displays of the flamer mods.

 

 

I've been also using F4Edit as well, as its easier to cross reference values, for weights and values.

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Changing the name of the weapon when you add a mod, is done through keywords and 'Instance Naming Rules'. If you look at a mod, some of them add a keyword beginning with dn_. For example, when you add the 'Huge Propellant Tank' mod, it adds the keyword 'dn_HasMag_ExtraLarge'. If you then look at 'dn_CommonGun', which is located in Instance Naming Rules, the text 'Maximum Capacity' gets added to any weapon which has the keyword 'dn_HasMag_ExtraLarge' attached to it.

 

You can add new entries to this, although you would have to create new keywords as well.

 

I only started playing around with Instance Naming Rules myself a few days ago actually! So I'm no expert, I had a bit of trouble with it myself. But above is the basics of it. This page might help a bit more if you have issues with it: https://www.nexusmods.com/fallout4/articles/161/

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It works brilliantly... it's the icing on the cake, when your mod adds a kick-ass name to your weapon.

 

The Mag didn't alter the name of an already modded Flamer, when I added the the mods, this is what I got...

 

 

Extreme Barrel = Hyper-Compression Extreme Flamer
Extreme Mag = Mega Capacity Flamer
But if I add the Extreme Barrel, I get Hyper-Compression Extreme Flamer
Then when I add the Extreme mag, the name does not alter to Mega Capacity Flamer. This happens with other mods as well.
I've noticed that it is overridden by other mods names, no matter what order I modify the Flamer.
My Flamer mod is coming together nicely... :D
It's a thing of beauty in-game, especially at night, even though I'm only using Vanilla assets...
Just got to keep tweaking it, to make the Vanilla Flamer into something worth keeping.
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Yeah like I said I'm not too good on the naming rules, not sure why it doesn't change sometimes. I had the same issues but couldn't get it working.

 

Glad to hear its coming together nicely though, good luck with the rest of it!

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