orangedeal Posted January 9, 2017 Share Posted January 9, 2017 (edited) Hello!I want to remove/change many fictional weapon modifications from the game.E.g. for Pipe Gun. I agree with auto mode of mod_PipeGun_Receiver_Automatic1 except lower range and damage (no logic). So I will do:Object Mod -> mod_PipeGun_Receiver_Automatic1:removing: fmax/minrange and iattackdamage:http://distlinks.net/img/lnk/geck_wpmodremove01-2367.gifNow mod_PipeGun_Receiver_Automatic1_and_ArmorPiercing - I need remove it completely.For this I need set to NONE Target Type, Loose Mod and Attach Point:http://distlinks.net/img/lnk/geck_wpmodremove02-2367.gif So it will look like this: http://distlinks.net/img/lnk/geck_wpmodremove03-2367.gif Everything is right? Looks like yes. I need some assurance that in the future I will not have problems with that, because it will be hard to add this params again into my esp file. I can't check every weapon :sad: Please write your comments. Maybe I did something wrong. Edited January 9, 2017 by orangedeal Link to comment Share on other sites More sharing options...
TrickyVein Posted January 9, 2017 Share Posted January 9, 2017 If you want to keep the mod from appearing, remove it from the mod collection which contains it. It just won't be selected whenever a weapon is generated. Same goes for removing the misc mod from any leveled lists which may reference it. Otherwise, if you remove the attach points from the mod and any information about which weapon it's supposed to be attached to but still include it, I guess that's going to cause errors like invisible weapons. The receiver usually has attach points for every other mod, like shown, so if the game generates a pipe gun with this 'empty receiver' which you just made, nothing else can be attached to it, and you get a retarded gun. Link to comment Share on other sites More sharing options...
orangedeal Posted January 9, 2017 Author Share Posted January 9, 2017 (edited) TrickyVein Thanks for the reply! >>>remove it from the mod collection which contains it. It just won't be selected whenever a weapon is generatedWhere I can find that mod collection?>>>Same goes for removing the misc mod from any leveled lists which may reference it.You mean if this gun had to be spawn in the hands of some NPC with e.g. mod_PipeGun_Receiver_Automatic1_and_ArmorPiercing mod, which removed by me, there will be no any modification on it?I can see some entries in LeveledItem about mods for Pipe gun. Very sad, that there are no normal guns, like it was in F3/NV. Only trashy with unrealistic mods :sad: Even sniper rifle should be made from this trash :smile: Much hurder to change everything then befor. Edited January 9, 2017 by orangedeal Link to comment Share on other sites More sharing options...
TrickyVein Posted January 10, 2017 Share Posted January 10, 2017 Mod collections share the 'modcol' editor ID and all follow a pretty consistent naming convention of what they are, but you can also look at use info for the mod in question to see which one references it. Yeah, some loose mods get added to vendor lists and loot lists which would be what references them in leveled item records. These aren't used in generating weapons, but if you really wanted to remove this mod from the game then I guess you could wipe it off these lists too. Link to comment Share on other sites More sharing options...
orangedeal Posted January 13, 2017 Author Share Posted January 13, 2017 TrickyVeinThank you very much :) Link to comment Share on other sites More sharing options...
orangedeal Posted January 14, 2017 Author Share Posted January 14, 2017 I have one more question, this time about Power Armor mods. Is it OK to remove them totally without any problems in the future? http://distlinks.net/img/lnk/f4_armor_mod345.gif Link to comment Share on other sites More sharing options...
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