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Weapons Mods and Skill Perks Affecting Them


ThatGuyYeah

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Hello,

 

I have been tinkering with Fallout 4 CK (while taking a break from Skyrim modding here and there) and wanted to understand some mechanics of Fallout 4 mod, in particular weapon modding.

 

There are some fixes and tweaks I have been adding for my game and one thing I wanted to understand is how to implement Weapon Skill perks (Rifleman/Commando/Gunslinger) into a weapon mod. In particular, say you have two different weapon grips, one that is geared for a gun and one geared for a rifle, how do you make sure the right perk (Rifleman/Commando/Gunslinger/whatever) is implemented into the right stock/weapon mod.

 

Thanks for your time.

Edited by ThatGuyYeah
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You would need to have your weapon mod (usually grip I think) add the appropriate keyword to match the perk you want to activate. The Gunslinger perk looks for the keyword WeaponTypePistol where Rifleman looks for WeaponTypeRifle.

 

If you need specific examples look at:

 

mod_PipeRevolver_Grip_Better2 "Sharpshooter's Grip"

mod_PipeRevolver_Grip_StockFull "Standard Stock"

Edited by BigAndFlabby
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I don't think there's a compiled list, but finding which keyword to use is pretty simple. Just open up the perk in CK and look at the conditions. For Gunslinger you'll see a perk condition that says HasKeyword WeaponTypePistol == 1. Rifleman will be similar for WeaponTypeRifle. And Commando with WeaponTypeHeavy I think. Perks that effect auto fire weapons and silenced weapons will be the same using keywords added by mods for the appropriate perk type. It'll take some logic to figure out which keywords specifically but it should be pretty simple with common sense.

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