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[Mod Request] Make the Ultimatum a Science Weapon.


Fulcon

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Title.

 

According to The Wiki, The Ultimatum was originally pitched as a science weapon. However in game, it's only a unique weapon. Given that it's not only a projectile weapon, but a weapon that does less damage than a friggan Light Pistol, I feel like changing it to an actual science weapon would be warranted.

 

So if anyone is up to the task, or could tell me how to accomplish this myself, I'd appreciate it. :)

 

 

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Do you mean simply making the game show it as a Science weapon, basically just the UI? Like this,

The-Outer-Worlds-Screenshot-2021-09-29-0

Where the UI now has the science image in the background? I didn't bother to go further and find where it adds the rest of the science icons (like in the shrink ray above, should be behind the gun not just in the tooltip) but it's in there somewhere.

 

Or do you mean more than that, like adding an effect like the shrink ray has shrink? It may be doable to add an existing spell/effect to the gun. I've never tried myself but maybe..

At any rate, if you'd like to mess with it yourself, get KaiHeilosos's Asset Editor - https://github.com/kaiheilos/Utilities. Just the exe, the others don't apply to TOW. Open that, change the drop down in the corner to 4.21, say Functions>Extract Pak File, find your pak files and go through and extract pakchunk0, pakchunk1, pakchunk15, and pakchunk16. Extract to some other folder. Keep the folder structure that it extracts. This is a lot of files, have plenty of space. Find Ultimatum - it's here Indiana\Content\Blueprints\WEAP\Hndgn\Science\FORCE_Phlogisynchotron or in Variants within that but the base is FORCE_Phlogisynchotron_Weapon__Base.uasset. Open it in Asset Editor, mess around with it. File save as and put it somewhere else but recreate the original folder structure all the way up to Indiana. Then open the new file in the editor again, make sure what you changed is there, then say Functions>Package folder. Navigate to the folder above your new Indiana folder and select Indiana. You must select Indiana. It should make a pak file next to the Indiana folder. Put the pak file in your game's Paks folder either with it renamed to have z at the front (so like zz_ultimatummod) or put it in a folder inside Paks called '~mods'.

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  • 1 year later...

Wow, this was a long time ago. Heh, well, better late than never!

 

 

Do you mean simply making the game show it as a Science weapon, basically just the UI? Like this,

The-Outer-Worlds-Screenshot-2021-09-29-0

Where the UI now has the science image in the background? I didn't bother to go further and find where it adds the rest of the science icons (like in the shrink ray above, should be behind the gun not just in the tooltip) but it's in there somewhere.

 

Or do you mean more than that, like adding an effect like the shrink ray has shrink? It may be doable to add an existing spell/effect to the gun. I've never tried myself but maybe..

At any rate, if you'd like to mess with it yourself, get KaiHeilosos's Asset Editor - https://github.com/kaiheilos/Utilities. Just the exe, the others don't apply to TOW. Open that, change the drop down in the corner to 4.21, say Functions>Extract Pak File, find your pak files and go through and extract pakchunk0, pakchunk1, pakchunk15, and pakchunk16. Extract to some other folder. Keep the folder structure that it extracts. This is a lot of files, have plenty of space. Find Ultimatum - it's here Indiana\Content\Blueprints\WEAP\Hndgn\Science\FORCE_Phlogisynchotron or in Variants within that but the base is FORCE_Phlogisynchotron_Weapon__Base.uasset. Open it in Asset Editor, mess around with it. File save as and put it somewhere else but recreate the original folder structure all the way up to Indiana. Then open the new file in the editor again, make sure what you changed is there, then say Functions>Package folder. Navigate to the folder above your new Indiana folder and select Indiana. You must select Indiana. It should make a pak file next to the Indiana folder. Put the pak file in your game's Paks folder either with it renamed to have z at the front (so like zz_ultimatummod) or put it in a folder inside Paks called '~mods'.

 

That's not quite what I meant. I meant 'make it a science weapon' so that it would benefit from the Science skill to modify damage and, more importantly, the discount science weapons get to Tinkering costs. I found a mod that adjusts tinkering costs, so that wound up solving the issue for me.

 

I will check out that utility, though, because I want to adjust some stuff besides that.

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