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Modifing in game weapon mods


exile650

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So I've been trying to make the Service Rifle not suck, and I've done OK so far (namely making it automatic and tweaking the spread). The problem I'm having now is trying to add a new weapon mod to it: an extended magazine.

 

I figure I could use the Assault Carbine extended magazine, but I'm guessing that will only increase the magazine size to 26, and I'd like to have it set to 30. What I'd like to do is make a copy of the Assault Carbine's extended magazine effect but change the number from 6 to 10, but I can't seem to find where these effects are located in the GECK. Also, I'm curious if it's possible to have the Service Rifle use the correct extended magazine if I get my first problem solved. How much work is involved in that? So far I've only used to GECK to change some setting here and there.

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making a mod shouldn't be too hard (i mean making a weapon's mod)

basically, if you want to make a new mod, it is under items > item mods > weapons > ModKits

there you can create your new mod, with whatever name you want and all

then, when you go to the weapons' page, find the weapon, click edit

now go to the Mod Info part

choose that mod in one of the empty slots (or replace with another, if there are no empty slots)

now, the value you set, is what it does

so if you want to give it more 10 more rounds, just set the value to 10

 

as far as i know, this should do the trick, as long as you set the effect correctly and all

 

hope this helps :)

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well, it's rather easy

open the Service Rifle in the GECK, and open the mod tab

if there is at least one open (or un used) slot, then this is going to be really easy

basically, find how the AC's mod is called, and add that to the open slot

then choose the effect of bigger magazine (or however they called it, just look in the AC's page for all the details)

and choose the value as the number of bullets you want to add

 

it's as simple as that

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  • 3 weeks later...

Sorry to revive this "old" thread but it is closely related to a problem I have atm.

 

If you open the mod tab of a weapon, select a mod and then scroll through the list of effects you'll realize that these are rather limited:

 

decrese equip time, spread, weight and increase clip capacity, max. condition, projectile spread, rate of fire, weapon damage, zoom, regeneration ammo (secs or shots), silence, split beams, VATS bonus.

 

 

I would like to add some new effects to this list but could not find any of the existing ones under Game Effects. Where can I find these?

 

 

Cheers Euclid

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Ok, I found this page which provides some info. However, it does not answer my question (see previous post) and it does not provide any info on the second value of the effect tab. Anyone?

 

Also it worries me that "Mods are implemented by swapping the model, not by adding components to/revealing components from a single pre-specified model". Does that really mean for the modification effect to become active in-game you need to swap the model?

 

Cheers Euclid

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Ok, I found this page which provides some info. However, it does not answer my question (see previous post) and it does not provide any info on the second value of the effect tab. Anyone?

 

Also it worries me that "Mods are implemented by swapping the model, not by adding components to/revealing components from a single pre-specified model". Does that really mean for the modification effect to become active in-game you need to swap the model?

 

Cheers Euclid

 

i can only answer the second question here

 

what it means is really simple

let's say you have a rifle, and you want to add a scope and a silencer

if you add a scope, it doesn't add a scope to the rifle model, it uses a new model of the rifle with the scope

if you want to also add a silencer, it uses a model that has both the scope and silencer

what it basically means is that it doesn't add parts to the model, but uses a new one

 

if you look at a weapon in the GECK, in the Mod Info tab, you can see several lines for the models of the mods

there you have to basically put the model for every possible combination of mods you can make

and when you put a mod on your weapon, the game switches the model itself, so you don't have to do anything

 

i hope this answers your question

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Thanks for the info. I was afraid the functionality (scope, etc.) depends on the modified model. This kind of kills my idea to modify the silencer .22 pistol because it would require a new model for a scope to work.

 

Cheers Euclid

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Thanks for the info. I was afraid the functionality (scope, etc.) depends on the modified model. This kind of kills my idea to modify the silencer .22 pistol because it would require a new model for a scope to work.

 

Cheers Euclid

 

actually, it doesn't

at least, not really

 

you see, there are many tutorials on how to edit the model of a weapon

and since there are already scope models in the game, you can just add one of the existing scope models on top of the pistol, and it should work perfectly

 

if you would like, i will try to recall where i have seen such tutorial, and send it your way :)

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Thanks again WA. However, I'm more a coder and crap in modifying nif files. Besides, someone already did the job here (discovered that yesterday - dohh).

 

Still, would be nice to know where the effects of weapon mods and ammo are defined.

 

Cheers Euclid

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