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More than 3 weapon mods?


Omny

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Hello there, Nexus! I'm currently working on a weapons mod overhaul, but right now I'm hitting a couple of snags. I just have two questions:

 

1: Is it at all possible to add more than 3 mods onto a weapon? I'm looking at the weapons via the GECK and it seems there are only enough slots for 3 weapon mods total for each weapon, but I don't suppose there's another way? I've seen a similar attempt with the Weapons Mod Kits mod for Fallout 3, but what the author of that mod did was make a bunch of entirely new weapons for each possible mod combination, and that just seems needlessly messy.

 

2: Is it possible to add two effects to the same mod? In the GECK, when looking at the weapon files (under the "Mod Info" tab), there are drop-down menus for selecting the model and effect for each mod. But say I wanted a mod that would both increase the rate of fire and the accuracy of the weapon. What do I do? I've searched throughout the various "effects" folders in the GECK but have come up with nothing.

 

Any and all help would be appreciated. Please also note that I am still fairly new to the GECK, so if you do offer any help, please try to go into as much detail as possible, as if you were explaining this to a seven-year-old.

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I don't know much about modding (making them) but if there is a way to maybe, make it so that the three slots could be interchangable like let's just say hats in the game, it's a single slot but you can change out lots of different hats to your player. Taking that into thought would it be possible to make it so a let's say rifle, could have a silencer and extended mag, that's two slots right? Would it be possible for the third slot to have interchangable mods like a red dot sight, acog scope, sniper scope, etc. Like i've said I know nothing about modding in the sense of making them never really tried, but I believe if that was possible I'd use that mod for sure and endorse it.

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I don't know much about modding (making them) but if there is a way to maybe, make it so that the three slots could be interchangable like let's just say hats in the game, it's a single slot but you can change out lots of different hats to your player. Taking that into thought would it be possible to make it so a let's say rifle, could have a silencer and extended mag, that's two slots right? Would it be possible for the third slot to have interchangable mods like a red dot sight, acog scope, sniper scope, etc. Like i've said I know nothing about modding in the sense of making them never really tried, but I believe if that was possible I'd use that mod for sure and endorse it.

Not possible. Each combination of weapon mods uses a different model, which needs to be defined in the Mod Info tab of the weapon. For three optional mods, there are a total of seven combinations, which is exactly the number of different models the GECK allows you to define.

 

 

Well even if it is hardcoded, it's still coded somewhere, right? Couldn't it be changed at all? Or would that be too risky?

I suppose if you had both the game and the GECK's source-codes, and were a professional-level C++ programmer, and it was legal for to do so (which is definitely not), you could spend a few days reverse-engineering the game's code until you figure out what needs to be modified.

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I suppose if you had both the game and the GECK's source-codes, and were a professional-level C++ programmer, and it was legal for to do so (which is definitely not), you could spend a few days reverse-engineering the game's code until you figure out what needs to be modified.

 

Well crap, that just pisses all over my final vision. Oh well- I've got a plan B, so it's not a total loss.

 

One more question though: Would it be possible to create some sort of script or whatever that changes weapons based on what mod they have, like "if weapon X has mod Y, it gains attribute Z"? Like, say I've added a mod to the Straight Razor to give it a sharper blade that does more damage. Would it be possible to make a script that gives it extra limb damage as well?

Edited by Omny
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A work around would be to have a object which is close to a zero weight item and has an object script which checks if a weapon is equipped and adds a benefit which it removes when that weapon is unequipped. Might have to use NVSE to check as I remember reading somewhere how it can do that. While I do not recall this check being possible in conventional geck. Sometime with google should resolve that question for you. The other question is how badly do you want this? Enough to commit the time and effort to learn moderately advanced scripting?

 

A simpler method would be only unique items would gain the benefit. Then a 'Begin OnEquip' combined with a 'Begin onUnEquip' to remove the perk when it is holstered.

http://geck.bethsoft.com/index.php?title=OnEquip

If you want to write a unique script for every single weapon variant and check for every possible combination of MODS then you could cover more then a few select weapons. But I suggest this would not only be extremely time consuming but might well prove unpopular. While a few weapons which can be enhanced (or are enhanced) might be very popular.

 

Another work around. Have an upgrade method from a modded weapon to an unmodded weapon with the same effects baked in. This would then allow you to add up to 3 new custom mods to your custom version.

 

Combat knife -> Hardened Combat knife, for example.

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What if I made a mod that would give the player an unseen perk at the start of the game that would make it so whenever they have a certain weapon mod equipped, it would add another attribute? Like, you get a perk so that whenever you add a mod that increases weapon condition, it also increases the rate of fire?

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