jchallinor Posted November 23, 2015 Share Posted November 23, 2015 (edited) I was wondering if anyone knew which value changes the Range and/or Fire Rate of weapons in FO4Edit Cheers :smile: Edit 1: through trial and error I figured out that the 2 "Unknown" values above Damage are the Value ** ** ** ** and the Weight ***.00000 Edited November 23, 2015 by jchallinor Link to comment Share on other sites More sharing options...
randomusername36 Posted November 25, 2015 Share Posted November 25, 2015 I've been fiddling with it for a few hours now. Even started to change unknown data with new hex values, just to see if I could hit range, accuracy or fire rate. But I got to the point where there was hundreds of values to try.I also tried following all the references under the weapons to see if certain modifications or default components (such as barrels and so on) would add to the statistics, but I ran into sort of the same problem there.Until we get the unknown data sorted with some names, it's a needle in a haystack. Link to comment Share on other sites More sharing options...
peaku Posted November 25, 2015 Share Posted November 25, 2015 Its actually the same question i asked earlier,even i tried to modify these unkown values but still i can't seem to change range or accuracy also that's amazing that you are trying....if you get up to anything nice please post here. :) Link to comment Share on other sites More sharing options...
jchallinor Posted November 25, 2015 Author Share Posted November 25, 2015 haha i know nothing of hexadecimal, learning as i go but nothing other than what i found.I hope they release the kit early because we all want it now Link to comment Share on other sites More sharing options...
Edgarhighmen Posted November 25, 2015 Share Posted November 25, 2015 You can increase the reload speed of rank 1 quickdraw, the perk ability is actually linked under "spell" of the ID listed on the quickdraw (or w/e reload is called) perk, and you can check the value for the perk under spell tab, its (0.35) 35% reload speed increase by default, I set it to .70 (double) its much nicer now with the .44 .... now if I can only find the fire rate. Was also tinkering, no find sofar, even comparing gun values its kind of hard to tell of a "fire rate" I mean base rate on .44 is 6 (ingame) rate on flaregun is 3 (ingame) But in fo4edit they dont really have those values on the items, so it must use another measurement. Alas probably one of those unknown values. Anyone know why my edits of 0 weight on consumables/aid/chem/food isn't taking ingame? its not "different" from other hosted files on nexus, so IDK why mine didn't stick Link to comment Share on other sites More sharing options...
randomusername36 Posted November 25, 2015 Share Posted November 25, 2015 (edited) I was fiddling around with armors today. I wanted to fix the weight of the combat armor legs so they matched.It seems like they're using a system close to this...Using Courser Uniform as an example.FNAM - 1E 00 00 00 00 00 00 00 :: translates into 15 + 15 (one second digit hexidecimal, plus one first hex decimal of 15, where 0 counts because there are two digits) and FNAM is used for normal damage reduction.DAMA - 81 0A 06 00 0F 00 00 00 85 0A 06 00 0F 00 00 00 :: translated to 81 0A 06 00 being the type of resist property, in this case energy, 0F equals 15, the next 00 00 00 I chose to ignore. 85 0A 06 00 is radiation resistance and again 0F comes to 15, then the extra 00 00 00.If I changed the last 0F to 1E, I raised the radiation resist from 15 to 30.If I wanted to raise the physical resistance by 5, I'd change FNAM from 1E to 23.Maybe they're using something similar to this for the weapon stats. I might look into that later ^_^ Edited November 25, 2015 by randomusername36 Link to comment Share on other sites More sharing options...
randomusername36 Posted November 25, 2015 Share Posted November 25, 2015 (edited) I think it's the modifications that determine the stats of the weapons. All weapons have default "standard" barrels and so on. I found the values for the Gauss Rifle default range of 191 which is 80 3F under Gauss Rifle Standard Barrel.The value sits in the DATA - unknown field and it's incredibly long. So long that I cannot change the field without cropping data. FO4edit does not allow such a long string to be entered into the field. So I cannot test my little 80 3F theory. But I did manage to screw all the stats up with too short of a data string. So I know it's in there somewhere.I think there is a limit to how many characters you can put in a field in FO4Edit. Does anyone know how to circumvent this?EDIT: Did I forget to mention that I think the values cap at 128? I was looking for BF originally, but could not find it anywhere at all. Which is why I started looking for sums of other numbers. Edited November 25, 2015 by randomusername36 Link to comment Share on other sites More sharing options...
jchallinor Posted November 25, 2015 Author Share Posted November 25, 2015 good to know its in there somewhere, ill do some more rooting round Link to comment Share on other sites More sharing options...
zilav Posted November 25, 2015 Share Posted November 25, 2015 The value sits in the DATA - unknown field and it's incredibly long. So long that I cannot change the field without cropping data. FO4edit does not allow such a long string to be entered into the field. So I cannot test my little 80 3F theory.Shift+DblClickhttp://www.nexusmods.com/newvegas/mods/38413/ Link to comment Share on other sites More sharing options...
randomusername36 Posted November 25, 2015 Share Posted November 25, 2015 The value sits in the DATA - unknown field and it's incredibly long. So long that I cannot change the field without cropping data. FO4edit does not allow such a long string to be entered into the field. So I cannot test my little 80 3F theory.Shift+DblClickhttp://www.nexusmods.com/newvegas/mods/38413/ Thanks, I'm horrible at reading though. My mind starts to zone out after half a page of just about anything. I did manage to edit the field with the whole string intact by editing it in the view instead of double clicking... I bet there is a better way, maybe in that document somewhere :P Link to comment Share on other sites More sharing options...
Recommended Posts