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Weapon Mod Kits Easier


FlaviusBelisarius

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I'm fairly new at modding, and I have no actual clue if this would work,but would it be possible to take Weapon Mod Kits and make it easy to apply them to other weapons? I ask because I was messing with WMK in the GECK, and I was surprised at the number of different entries for different versions of the same weapon. For those of you who do not know what WMK is, it allows you to use workbenches to modify certain guns with silencers, laser sights, etc.

 

My question is this: would it be possible to make, say, one mesh for a pistol silencer, one mesh for a pistol laser sight, etc., and then make a script that just adds the silencer mesh immediately in front of the unmodified gun? The same script could also take care of modifications to weapon stats. I ask because, if that worked, it would be easy to apply the WMK idea to any gun. Please advise.

 

Just fyi, the original wmk uses one entire mesh for each variation of the gun (1 with silencer, no extended mag, one with both, one with just extended mag)

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First i`d like to say i am a big fan of the WMKs and will noct play Fallout 3 without them anymore.

 

The thing that bothers me though is not the number of different weapon-entries and such in the GECK but the form lists that are needed to manage the exchange of the guns. That is the point where you have to be careful and where you can screw up everything. And its not the lists themselves or the necessity to order them right, its the handling in the GECK and the lack of import/export functions i dislike. It would be so much easier with excel or even some notepad to maintain and order the lists ...

 

I have not the silghtest idea, though how one could use another method.

I know this is OT, but since you can`t change meshes (or even single gun-attributes, i think) via scripting, this is the best you can get (not intended to sound negative :) )

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