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Mod modding


Narrrz

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I'm referring to weapon mods. FO4edit in its current form does not (cannot?) translate the hex data which, i'd guess, has to define what effect a weapon mod actually has when attached to a weapon - however, several mods (weapon overhauls and the like) have quite obviously edited this data.

I was wondering if there is another utility out there that supplements FO4edit, or if these guys are just that good at hex editing?

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Does anyone know where the game specifies what components a given weapon has? e.g. receiver, barrel, sights, muzzle, etc
Is this list able to be extended? I want to add two extra categories: Chamber, specifying what ammo type a weapon uses, and overall quality, indicating how well made the object is.

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The mod slots available to a weapon are managed with keywords such as ap_gun_receiver [KYWD:00024004]. To create custom slots, you'd need to create similar keyword, assign it to the weapon (or as submod to mod that is used by the weapon such as receiver), and make a mod that has that keyword as mod type identifier. I haven't tested this in practice yet, but that should be the way how to do it.

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The effects of the weapon mods are listed in the properties section of the mod form and don't require manipulating any hex values of the WEAP form.

Make sure you're using the latest version.

 

 

Yeah, that was the issue.

 

The mod slots available to a weapon are managed with keywords such as ap_gun_receiver [KYWD:00024004]. To create custom slots, you'd need to create similar keyword, assign it to the weapon (or as submod to mod that is used by the weapon such as receiver), and make a mod that has that keyword as mod type identifier. I haven't tested this in practice yet, but that should be the way how to do it.

 

Yep, it works. Have successfully added two additional categories to the crafting workbench. Thanks!

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