Omny Posted May 18, 2015 Share Posted May 18, 2015 So I'm trying to make my own weapon mods, but I'm unsure as to how they work in the GECK. Specifically, I'm having trouble with the "Split Beam" mod and "Decrease Weight" mods. I looked them up on the GECK wiki here, but I'm not so sure how reliable it is, considering it's still marked "incomplete" and hasn't been updated in over a year. My concerns were only compounded when I double-checked on various other forums and sites about this problem, and some of them give different answers. Anyway, about the "Split Beam" mod: how does it work? If I were to, say, add one to the Tri-Beam Laser Rifle and put a "4" in the value slot, would it fire 4 beams, or 7 beams? Or would each beam be split into 4, making 12 beams? Also, how does damage work? Is it spread across each beam equally? Does it actually add +30% damage? Also, is it true that the Decrease Weight mod only works if placed in the Mod 1 slot? I've looked at the WMX mod in the GECK and it seems to have weight reductions mods in other slots. I'm sorry if these questions have obvious answers; I just want to have the most up-to-date answers as possible. Link to comment Share on other sites More sharing options...
th1nk Posted August 17, 2015 Share Posted August 17, 2015 (edited) Probably too late, found this while searching for an old post I made about the split beam thing, lost my work where I'd solved it in an HDD crash (alongside a WIP mod, models and all). Anyway, I've updated the GECK page to be accurate on Split Beam (value B is very important). Here's my post on Value B: http://forums.nexusmods.com/index.php?/topic/1653748-weapon-mod-value-bs-beam-splits-is-a-min-spread-multiplier-but-are-there-others/As for Value A, it's the number of projectiles you want to add - the wiki was wrong on that, it's easy to see that in-game just by looking at your pip boy, so I've corrected it. It adds that number of weapons - so you'd end up with 7.Damage, I haven't looked into it, but I'm pretty certain it'd apply 30% to the base damage, then split that new base damage between the projectiles as normal.e: I assume crit damage is applied to each projectile as usual, which would add to the damage pretty significantly on crit-focused builds. Just something to consider, I guess. And negative values reduce the number of projectiles, as you'd expect.The GECK wiki is pretty accurate, that split beam thing is an outlier for sure. I'd assume it's accurate about how weight mods work, I've never worked with one though. No harm in putting them first anyway though, right? Edited August 17, 2015 by th1nk Link to comment Share on other sites More sharing options...
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