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Adding mod slots to certain weapons


srgtkailone

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Hi,

 

My apologies if this is a duplicate question, but there are over 300 pages in this forum, and I unfortunately do not have the time to look through all of the topics to see if any of them would answer my question.

 

I am trying to modify a mod (for personal use only!!! I will not be distributing it in any way.) called AMAW (Any Mod Any Weapon) that allows you to craft specific weapons and install ANY vanilla mod from ANY other vanilla weapon in the game. What I want to do is change/fix some things (such as the diffusers overriding the projectile type to short red lasers - I fixed this already by removing the OverrideProjectile property using FO4Edit) that would provide for some more useful/funny combinations. However, I have run into a couple of issues:

 

  1. Not every weapon or barrel can equip a muzzle (or a receiver, for that matter). For instance, any weapon with a MIRV launcher installed cannot equip a muzzle, or the missile launcher cannot equip a receiver. I would imagine that there are specific properties or something that dictate what can be attached and what can't be attached, but I have been unsuccessful in finding this so far.
  2. Attaching certain barrels do not override the projectile type. For instance, attaching a missile launcher barrel to a shotgun does not make the shotgun shoot missiles. Instead, it still shoots regular shotgun shells.
  3. Finally, attaching certain barrels (especially the MIRV launcher!!!) to shotguns does not launch multiple projectiles (even after removing the NumProjectiles property from the MIRV launcher).

 

Any help with these things would be greatly appreciated! If you need any images of the mods/weapons in FO4Edit, just let me know, and I will provide them.

Edited by srgtkailone
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