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Question concerning FO4Edit and Attach Points.


LunaEversor

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Hello everyone, I was wondering if someone here who is familiar with both FO4Edit, and weapon attachment points could help me. I am currently working on a patch for Tactical Weapon Mods and I would like to include them in the leveled list. I understand that I could do this by simply adding new combinations for each of the modifications. However, I was looking for a more simplistic approach. While experimenting I noticed that a few of the modcol entries linked to other modcol entries. This got me thinking and so I decided to try and link 'modcol_PipeGun_Muzzles_Any' with several of the modcols that I had created for the bayonets, flashlights, and laser sights. To my surprise it actually worked. Better yet, it did everything that I wanted without having multiple separate combinations for each weapon.

The problem that I am having is that I do not understand how it is working. This lack of understanding leaves me hesitant on using it. What I assume is happening is that the original modcol rolls to determine which modification is attached to its own attachment point. If it lands on another modcol, the new modcol takes priority and its own attachment point is used instead, leaving the original modcol to be ignored. Am I correct in this assumption? Would there be any bugs or issues with doing this? If so, is anyone aware of a better alternative?

 

edit: What I am basically trying to do is have muzzles, flashlight, bayonets, and laser sights all randomized but only including one of the modifications on each of the randomized weapons.

Edited by LunaEversor
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