TheGrimblade Posted May 29, 2016 Share Posted May 29, 2016 (edited) So, I am working on a mod to add a range of quality levels for weapons. I would like for these mods to be randomly applied to weapons in the leveled lists so that the weapons that NPCs are affected. My issue is that weapon leveled lists seem to use keywords to apply weapon mods. For example LL_10mm_Pistol_Auto uses the keyword if_tmp_Pistol_Auto 100% of the time. So, to anyone who might be able to answer: How would I go about applying my custom mods to a leveled list for a weapon? There are 14 different quality levels, in addition to the base weapon, and I would like to be able to set specific chances that each will show up. Edited May 29, 2016 by TheGrimblade Link to comment Share on other sites More sharing options...
covadonga Posted May 29, 2016 Share Posted May 29, 2016 Yey, that LL_10mm_Pistol_Auto is referring to one of the Object template form the weapon. Forget about the keyword, Link to comment Share on other sites More sharing options...
TheGrimblade Posted May 29, 2016 Author Share Posted May 29, 2016 (edited) Wait, nevermind... I think I figured something out Edited May 30, 2016 by TheGrimblade Link to comment Share on other sites More sharing options...
TheGrimblade Posted May 30, 2016 Author Share Posted May 30, 2016 Okay, so I didn't realize the Object Template button existed before. So, I tried to add my weapon mod to the the various object templates for the 10mm pistol, but I was not seeing it's effects applied in-game. It is not one of the standard gun parts such as the receiver, grip, etc. I used the attach point ap_gun_Internal_Mod, which as far as I can tell, is actually unused by any guns in the game. Will the game not accept a mod at a non-standard attach point? I am not sure why my mod is not being applied. Link to comment Share on other sites More sharing options...
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