weetchex Posted February 8, 2011 Share Posted February 8, 2011 Any GECK tutorials I can find seem to cover only FO3, so they aren't much help on weapon mods. All I'm looking to do is make a mod that makes any weapon mod that increases rate of fire also reduce AP cost. (If it fires faster, you should be able to get off more shots in VATS, right?) Any help would be appreciated. Link to comment Share on other sites More sharing options...
Delikatessen Posted February 8, 2011 Share Posted February 8, 2011 (edited) Here's how, I'll be using the Assault Carbine (In the GECK it is identified as WeapNVAssaultCarbine). In the Object Window, click on the "*All" category and type in ModNVAssaultCarbineExtMags. This will find the Extended Mags attachment for the Assault Carbine. There should only be one result. Type in your new description, such as "Increases Damage", then in the ID field (the one at the top), type in "ModNVAssaultCarbineDamageBoost". I'll be using "DamageBoost" as an example to increase - well - Damage. Click on OK and a box will come up, click yes. Now type "WeapNVAssaultCarbine" into the object windows Filter field, and select that one (DO NOT click on WeapNVAssaultCarbineLily, it's a unique weapon).After you open it, select the Mod Info tab. In the bottom you'll find the "Game Effects" box. On Mod 2 Item, find and select "ModNVAssaultCarbineDamageBoost". In the Effect box, select "Increase Weapon Damage", then in the Value box type in 15.0000. Press OK, then put it somewhere in the game world. Just double-click an interior cell in the Cell View window (Type in GSSchoolHouse, then double click that cell). Use the middle mouse button to drag the window, hold down shift and use the mouse to look around (Alternatively, press the ~ key next to 1 and you can use WSAD controls and mouse look like in the game), and while something is selected, click and drag the right mouse button to rotate. Use the Left mouse button to select something. Now all you have to do is find your weapon mod from earlier, then drag it into the render window. Make sure it's within a reachable area, such as a counter. Just click and drag an item in the render window to move it, and press F to lower it (It will lower it to the ground if you do it correctly), and press G to raise it. Now just enable the mod, start the game and go to wherever you placed the weapon mod, pick it up (If you don't have an assault carbine, you can place one next to it in the GECK), and mod your weapon. It should have a + simbol next to its name in the Pipboy (Assault Carbine+) meaning it's modded. It should now have 15 extra points of damage (Overpowered? Yes, but it's an example). If I wasn't in depth enough, go ahead and PM me. Edited February 8, 2011 by Delikatessen Link to comment Share on other sites More sharing options...
weetchex Posted February 8, 2011 Author Share Posted February 8, 2011 Making a separate weapon mod to lower AP is out because in cases like the cowboy repeater, there are already 3 mods. As each mod can only seem to have one effect, I suppose what I'm looking to do would require me to create a new effect that would tie together a Rate of Fire increase to a lowered AP cost. (Since, if a weapon fires x% faster, it should also cost x% less AP in VATS) How would I create a new weapon effect? Link to comment Share on other sites More sharing options...
Delikatessen Posted February 10, 2011 Share Posted February 10, 2011 I don't know, maybe there's a way to add an effect to the weapon and set its condition to detect if you have that weapon mod?I'm not sure because I have designed very little weaponry and I mainly do scripting and stuff. Link to comment Share on other sites More sharing options...
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