Jump to content

Looking to make a weapon that can hold more than 3 attachments? How would I do so?


vTemporalZEROv

Recommended Posts

I had this problem a little while back. You'd have to take a bit of a leaf out of WMK for Fallout 3... A single weapon record only supports 3 mod kits, so if you want more you'll need additional weapon records. Additional weapon records probably means you'll need workbench recipes. Probably the easiest way to have multiple mods would be to just have all of the mods attached at the same time in a workbench recipe; that does make it more difficult to detach mods, though.

 

Keep in mind that any mods attached using the Pip-boy menu to a weapon that's used as a component of a workbench recipe get destroyed. (which can be a bit of a pain in the arse if you ask me)

Link to comment
Share on other sites

Hmmmm I was thinking that, and tried making a custom weapon for WMK before using the scripting left for people to add new mods if they wanted to, but couldn't figure it out, could you go a bit more in depth of how I could do that? I was thinking about if you have all 3 attachments on the gun already, then you can "overattach" the gun after by adding additional attachments on to the already modified gun.

Link to comment
Share on other sites

If you want to have it set up in two stages like that, you could just attach a weapon replacement script to the first weapon (with the first three mods). The second weapon will be a copy of the first but now newly moddable.

 

But that's only good for upgrading a weapon with a new suite of mods after its already received three distinct mods previously. Anything with more freedom would require permutations of mods and a setup akin to how Antistar handled it in WMK.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...