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Help with creating an unique weapon


Andyno

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I'm trying to make an unique weapon with 2 special effects, upgradeable, but without any mods applied.

The gun works well, but there are 2 problems:

1. The name of gun - let's say my gun thould be called "Andyno's Pistol", but in the game it's called "Andyno's Pistol Pistol". Why the second

2. The gun doesn't have its unique abilities, even though when I pick it up, my player character will say that traditional joyful phrase typical to picking up unique/legendary items.

 

I followed Seddon4494's tutorial with some difference - I don't want the weapon in any container, I just want it laying around somewhere.

 

Thanks for any advices.

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This seems like a problem with Object Mods and object instances, so at a high-level (to get your "modless" base weapon):

 

  • The exclamation, inventory star, and item feature screen comes about usually as a result of your Weapon record having the FeaturedItem keyword.
  • You should make sure that the gun is the Default (there's a checkbox on the Object Instances screen) and only instance from the form. Otherwise the loot generation system will pick a random gun from the "prototypes" (don't know what the actual term is) you have in the left-hand list box (e.g. pipe gun owns pipe rifle and pipe pistol, etc. prototypes). Prototypes can actually have composite Object Mods attached to them that are lists of Object Mods to randomly choose from in turn.
  • The extra "Pistol" is a result of the instance naming system stepping in, often as the result of a dn_ style keyword being added by one of your Object Mods. Remove that addition to the relevant ObjectMod (look for directives like ADD or SET that have a keyword that they add) -- but make sure that the ObjectMod/"part" you are editing on the object instance is a copy and not a base game form or you will be removing Pistol for a lot of pistols in the game and breaking other things.
  • To force flavor text and a Legendary effect onto the gun, you can often take your default instance and add a new "part"/Object Mod. Make a blank Object Mod and check its Legendary box. Specify that it applies on a Weapon. Add the ap_mod_Legendary attach point. Name it uniquely (Andyno_LegendMod_Pistol). Add a description if you want one in the feature screen and on the side of the object's description readout in your PipBoy. Make sure it does not have a default mod item or a recipe (since you want to put it in the world). Don't add any mod keywords (ma_) if you want it to not show up as a part for other guns at the Weapons Workbench.
  • (Later, you can add non-legendary Object Mods with a new mod association keyword you create, but with valid recipes and in-world mod items if you want the mod pieces to be constructible. If you want to put default ones on the instance, add these Mods as parts to the instance -- but you don't need to).
  • Finally, at the main Weapons form, make sure you add the ap_mod_Legendary attach point to the weapon. This should work even for thrown weapons (grenades). Also, you can play with Weapon attributes such as making the thing non-hostile, providing an override projectile, having the weapon use no ammo at the cost of having no VATS, or making the thing not playable for the PC.
  • P.S. If you are testing the mod, load a save before the mod first loaded the gun in your world, because once the object instance generation system makes a weapon, some of the changes are in the savegame and won't be changed by your plugin edits.
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I followed markusm1000's tutorial, and it works, but the gun has only one special ability, not 2. Is this normal?

 

Both of you markusm1000 neither ElPolloAzul don't mention a Quest and FormList that was used in Seddon4494's tutorial. I thought it's required...

 

Anyway, I uploaded my file here...

http://www.mediafire.com/file/2vm1s5qzciabbwl/TheZone.esp/file

... and I'll be glad if you look at it. It's based on Deliverer pistol and it's located in the Underground Shelter interior cell. Use "COC TZUndergroundShelter" command to teleport to the cell. The gun is placed on the wooden box at the bottom of the stairs.

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