Narrrz Posted February 9, 2016 Posted February 9, 2016 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?
Junnari Posted February 9, 2016 Posted February 9, 2016 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.
Narrrz Posted February 9, 2016 Author Posted February 9, 2016 Interesting. My FO4edit does not even display a properties section on mods, instead it has a 'data - unknown' field which is entirely in hex.Any idea what might be going wrong?
Junnari Posted February 9, 2016 Posted February 9, 2016 http://imgur.com/3RJFUDt This is what it should look like if you open a mod, if you can see only some hex values, I'd recommend trying reinstalling the FO4Edit.
Narrrz Posted February 9, 2016 Author Posted February 9, 2016 Yeah, i was obviously just being an idiot. I'd somehow downloaded an older (i guess???) version of fo4edit which simply didn't understand most of the data for a mod.Re-downloading resolved the issue. Thanks =)
Narrrz Posted February 9, 2016 Author Posted February 9, 2016 Does anyone know where the game specifies what components a given weapon has? e.g. receiver, barrel, sights, muzzle, etcIs 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.
Junnari Posted February 9, 2016 Posted February 9, 2016 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.
TheTalkieToaster Posted February 9, 2016 Posted February 9, 2016 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.
Narrrz Posted February 10, 2016 Author Posted February 10, 2016 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!
Narrrz Posted February 10, 2016 Author Posted February 10, 2016 Has anyone found where the game determines what materials are returned to you for scrapping?
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