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The Weapon Mod Menu


Pelinor

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Well folks, I'm looking for some volunteers to test out my new mod. Thanks to a few new NVSE functions made by schlangster, it's essentially a new menu for adding/removing weapon mods.

 

Feel free to download and try it out; feedback is appreciated.

 

 

 

The readme:

  Reveal hidden contents

 

 

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[several obscenities] post this mod in the regular downloads section now

 

it already explained some problems I have with the alien blaster and why the alien device doesn't give me the mesh change ---- because there are 2 identically named alien devices and only one of them adds that strange shape :thumbsup:

 

it also works with WME and appears to work with CFWNV

 

 

btw for weapons that have no possible mods -- it just clicks instead of opening the menu --- possible program upgrade -> remove the upgrade X from the regular display

Edited by Fonger
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Gave it a quick look over, and I am impressed. I would imagine it'll become a staple for anyone using WME or WMX extensively.

 

One issue I have with it currently is the description for the increase zoom mods. As they're usually scopes, a percentage value seems a bit misleading.

 

If it's possible, I personally would rather just see the description from the weapon mod in this case. Assuming their written in the same manor as vanilla, and the zoom increase value was figured out, "Adds a long-range scope." would give me a better idea what to expect then the percentage.

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  On 10/18/2011 at 10:12 PM, Fonger said:

strangest thing

 

this works beautifully on the Win 7 machine

 

but it just stares at me on the XP machine

it equips the weapon but doesn't open the mod display

What happens when you open the console and type in

player.PN_GetEquippedWeaponModFlags

?

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  On 10/18/2011 at 10:21 PM, schlangster said:
  On 10/18/2011 at 10:12 PM, Fonger said:

strangest thing

 

this works beautifully on the Win 7 machine

 

but it just stares at me on the XP machine

it equips the weapon but doesn't open the mod display

What happens when you open the console and type in

player.PN_GetEquippedWeaponModFlags

?

was cross checking ---- X doesn't work when this mod is not in the load list either

 

Something done cracked this setup

 

however with this mod activated -- that returns > could not parse

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Very nice work, guys. :) I was just testing it out and it works beautifully; I'll definitely be adding a link to this on WMX's Nexus page (maybe once it has a more permanent download location).

 

There was only one issue I noticed, and it would only come up in relatively uncommon cases: if a weapon mod does not have an effect defined in the weapon record, the description in your menu for that weapon mod seems to be chosen randomly. (Or maybe not randomly; I just don't know how it's chosen.) The Laser Pistol Combat Sights weapon mod from GRA is set up this way; no effect defined because it's mainly a cosmetic change to the weapon. I did a similar thing with a weapon mod for the .45 Auto SMG in WMX-HonestHearts.

 

When I checked them out just now, the Laser Pistol Combat Sights had ammo increase listed for its effect, and the .45 Auto SMG Night Sights from WMX-HH had damage increase - from memory. The mod effects are just set to 'None' in the weapon records for those weapons.

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  On 10/19/2011 at 12:33 AM, antistar said:

Very nice work, guys. :) I was just testing it out and it works beautifully; I'll definitely be adding a link to this on WMX's Nexus page (maybe once it has a more permanent download location).

 

There was only one issue I noticed, and it would only come up in relatively uncommon cases: if a weapon mod does not have an effect defined in the weapon record, the description in your menu for that weapon mod seems to be chosen randomly. (Or maybe not randomly; I just don't know how it's chosen.) The Laser Pistol Combat Sights weapon mod from GRA is set up this way; no effect defined because it's mainly a cosmetic change to the weapon. I did a similar thing with a weapon mod for the .45 Auto SMG in WMX-HonestHearts.

 

When I checked them out just now, the Laser Pistol Combat Sights had ammo increase listed for its effect, and the .45 Auto SMG Night Sights from WMX-HH had damage increase - from memory. The mod effects are just set to 'None' in the weapon records for those weapons.

 

Heheh.... I was Steamchatting wth Schlangster and I hypothesized that it'd throw a fit over those two null-effect weapmods... :) Sounds like it's not quite as bad as I thought it'd be though (I believe my words were "it would go WTF NO EFFECT *CRASH*" :P )...

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