hoax2 Posted August 30, 2016 Share Posted August 30, 2016 (edited) I've got a new weapon attach-point and mods working in game but now I'm looking for a way to make one the mods spawn default. (Right now the attach-point is empty by default and a mod needs to be added) Similar to how a standard receiver on the 10mm works.(Low level 10mm Pistols spawn with this attachment by default) Thoughts;Does this have something to do with mod-collections (modcol_)? If so how do they work, I've made one which contains my mods but don't know how to associate it to anything?I've tried the if_NullMod keyword on one of the mods, which I think is making it an invisible default mod which isn't shown in the workbench. Not quite what I'm after. Any help would be appreciated! Edited August 30, 2016 by hoax2 Link to comment Share on other sites More sharing options...
SamFisher338 Posted August 30, 2016 Share Posted August 30, 2016 (edited) The modcols are a list of possible attachments that is then referenced in the weapon record. The weapon record has several templates/combinations, like standard, simple rifle, scoped, etc. These templates are used by the leveled lists associated with its keyword. There's always a default one though, with a flag that says so. If you added a new attachment slot, you can, for example, add your "none" (or whatever you want as default) omod to the default combination list, and add your modcol containing the different options for your new slot to the other combinations, or whatever you feel appropriate. Edited August 30, 2016 by Sam Fisher Link to comment Share on other sites More sharing options...
hoax2 Posted August 31, 2016 Author Share Posted August 31, 2016 Thanks Sam! So this is the content found in: weapon > object template ? In the 10mm weapon > object template, there is a tree view of templates on the left.. Do I add my mod/modcol to the [D](0-0)Default one it will apply to the other ones like (0-0) Simple: if_tmp_SimplePistol automaticly or do I add my mods to all of them? Link to comment Share on other sites More sharing options...
BillyTwinkletits Posted August 31, 2016 Share Posted August 31, 2016 You have to add mods separately for each variant in the tree if I am not mistaken. Click on one of the variants in the tree. You will see what mods come standard on that variant in the object modifier list that is located in the center of the object template window. You can right click and add, delete, edit mods, etc. Link to comment Share on other sites More sharing options...
mkborgelt13 Posted September 6, 2016 Share Posted September 6, 2016 You have to put your weapon mod into a mod collection. (e.g., barrels_any). Then, open up your weapon. Go to object template for this weapon. Now you have to modify an existing category, or make your own, in the tree view. In the lower part of the window is a list of mods which apply to that particular template. Select the mod collection for the attach point which has your mod inside of it (or, you can select your weapon mod directly, it will appear every time). Hope that helps you. Link to comment Share on other sites More sharing options...
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