nexus464 Posted June 19, 2011 Share Posted June 19, 2011 (edited) Hi, I find myself playing with different mods that introduce new or modified weapons without listing those weapons to an appropriate perk list. I need help on how to make a small patch whose purpose is to add orphan weapons to the appropriate perk list like Demolition ExpertRun ‘n Gun, Cowboy, Grunt and so on. Browsing throughout the different tutorials for FNVEdit I found nothing on how to ad a weapon to a perk list, and making a new patch or mod that will do the job. Edited June 19, 2011 by nexus464 Link to comment Share on other sites More sharing options...
Sunnie Posted June 19, 2011 Share Posted June 19, 2011 Most perks use conditions to determine what gets applied to what. Run n Gun, for example, uses a set of conditions that boil down to its bonus being applied to weapons that use WeaponAnimType 4, which should include any handgun that uses basic handgun weapon animations. You should be automatically getting the bonuses even with non vanilla weapons providing they use the correct WeaponAnimType. Link to comment Share on other sites More sharing options...
nexus464 Posted June 23, 2011 Author Share Posted June 23, 2011 Most perks use conditions to determine what gets applied to what. Run n Gun, for example, uses a set of conditions that boil down to its bonus being applied to weapons that use WeaponAnimType 4, which should include any handgun that uses basic handgun weapon animations. You should be automatically getting the bonuses even with non vanilla weapons providing they use the correct WeaponAnimType. Thanks, For example, I've played a mod that uses all the vanilla weapons but with their names changed and some new stats. Everything else is unchanged. None of them shows up in Grunts perks list, so I learning how to add them manually, maybe because the Grunt perk is introduced by Honest Hearts? Link to comment Share on other sites More sharing options...
tunaisafish Posted June 23, 2011 Share Posted June 23, 2011 The Cowboy & Demo Expert Perks both use Formlists in the conditionals, so they're easier to add a custom weapon to.Look at the perk in the GECK to see the conditionals for the specific perk you'd like to add to. I just looked at Grunt, another formlist type. Trouble with that is that the weapon mod would then depend on the DLC if the author added it to the list. If you're using new weapon mods, make sure that you also use a merged patch (you create you own in FNVEdit). That will merge all the formlist additions into one big list in the patch. Without the merged patch only the last mod's changes to a particular formlist will be active. Link to comment Share on other sites More sharing options...
Sunnie Posted June 24, 2011 Share Posted June 24, 2011 Yep, for some perks there are form lists which can be edited in the GECK, but some perks like Run n Gun don't and determine whats covered by other means. For DLC weapons, you start having issues with users that will not have all of the currently released DLCs. In that case you might want to update formlists via a conditional script that will validate that a user has a DLC and then add the items if its true, or pass on by if its false. Link to comment Share on other sites More sharing options...
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