virginharvester Posted February 3, 2017 Share Posted February 3, 2017 @Vharvesterindeed, it might take a little tweaking depending on your method. i) you could make a blank weapon with x,y,z slots, making this resemble a junk-jet,and with the core piece having a different type of container/s attached instead. this is so as to avoid complications fromany mod any weapon which can happen sometimes hehehethen, using the invisible container, you could have live grenades which spawn at the junkjet nozzle which move toward the reticle atx,y,z force...(it's humorous just thinking about loading the junk-jet with live grenades; what happens if the shooter take too long, or the irregularly shaped grenades get stuck?) ii) you could try and overwrite the specific instance of the junkjet that you want, to also accept another container...that would be less optimal, and less stable, though you'd retain both container prompts.your junk jet would fire junk, and grenades, both at the same time.this would be like using Any Mod Any Weapon and attaching the MIRV scope to an institute lazer, which changes the lazer's damage typewhile retaining the using of electro-packs munitions per 4 rockets...iii) using wars or some other project,you could take a china-lake and bind that invisible china lake to the junk-jet - again, with a container bound to the china lake or rocket launcher instance.This could be quite stable and quite quick as a rapid-prototype,though most users wouldn't find that easy or user-friendlythanks for response,but my skill not that good,i cant even create simple quest,i ask here hope somebody make it,or at least i can edit some parameter in fo4edit to replace "junk" into "grenades",but the "grenades" not in the list in junk-jet ammo category, i belive there only need 2 edit parameter1. replace "grenade" from "junk"2. make the grenade "active" when it shot, honestly, the junk-jet is fun,but damage or damage per second (dps) or ammo weight is not that great, Link to comment Share on other sites More sharing options...
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