MasamuneZenith Posted May 18, 2016 Share Posted May 18, 2016 Hey guys. So the Creation Kit's been out for a little while and I've already learned how to play around with the base stats of items and weapons. But now I'm trying to figure out how mod mods. You know, weapon mods. What they do and maybe how they look. Thing is, I'm not sure how or where to find them in the CK. Are they somewhere connected to the base weapons, or are they a separate data material? Could use some help from anyone with experience, thanks. Link to comment Share on other sites More sharing options...
KataPUMB Posted May 18, 2016 Share Posted May 18, 2016 (edited) put mod_ on the filter or go to the Items>Object mod Category in the CK Edited May 18, 2016 by KataPUMB Link to comment Share on other sites More sharing options...
MasamuneZenith Posted May 18, 2016 Author Share Posted May 18, 2016 I see. There's another issue. I notice that some of the mods I see aren't clearly named to corresponding weapons. For instance, this one "AAA_mod_TEMPLATE_Muzzle_Brake". How am I supposed to know exactly which weapon that mod goes to? Link to comment Share on other sites More sharing options...
kopuz89 Posted May 18, 2016 Share Posted May 18, 2016 If you right click/edit on the mod you can see its name and a description of what it does as you see in game. For example "mod_HuntingRifle_Receiver_Heavier(OMOD)" is the Hardened Receiver for the hunting rifle. In the center of the edit window is where the item property modifiers are, you can see that the Hardened Receiver increases weight(fweight),attack damage(iattackdamage) and value(ivalue). Also "co_mod_HuntingRifle_Receiver_Heavier(COBJ)" is used to make the weapon mod show in the weapon crafting bench. Link to comment Share on other sites More sharing options...
MasamuneZenith Posted June 2, 2016 Author Share Posted June 2, 2016 (edited) Okay, so right now I'm attempting to do a mesh switch with some of the weapon attachments. I'm trying to swap the combat rifle's compensator and muzzle brake with that of the pipe rifle. I thought I had it when I extracted the .nifs into the proper directory, then selected which model I wanted to use, but when I booted the game the change didn't seem to take. Am I missing something? Edit: I figured out my mistake. I simply didn't activate the .esp after saving it before loading the game. Edited June 2, 2016 by MasamuneZenith Link to comment Share on other sites More sharing options...
ekRapid Posted June 2, 2016 Share Posted June 2, 2016 If you right click/edit on the mod you can see its name and a description of what it does as you see in game. For example "mod_HuntingRifle_Receiver_Heavier(OMOD)" is the Hardened Receiver for the hunting rifle. In the center of the edit window is where the item property modifiers are, you can see that the Hardened Receiver increases weight(fweight),attack damage(iattackdamage) and value(ivalue). Also "co_mod_HuntingRifle_Receiver_Heavier(COBJ)" is used to make the weapon mod show in the weapon crafting bench.How do you make the mods disappear? Receivers in particular. Link to comment Share on other sites More sharing options...
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