ShadowRanger787 Posted November 28, 2020 Share Posted November 28, 2020 Hello,I was wondering if anyone knew a way to automatically attach a mod to a weapon mod slot that isn't rooted to the base gun .nif ? The example I'm using is I have a grip that attaches to the base receiver, that grip has the parent node for the stock to attach to it. Not all of my grips have that parental node for the stock to attach to as some act as both a grip and a stock. The problem I'm having is figuring out how to put a default or null mod into the stock category whenever that particular grip is replaced by one that has the parental node.Another example would be receivers that can have specific mags and barrels. Is there a way to attach the default/null mods to their slots so that I'm not left with a janky-looking receiver that's missing a barrel and a magazine until you go to the mod slot and put one there?Thanks in advance for any help! Link to comment Share on other sites More sharing options...
LarannKiar Posted December 9, 2020 Share Posted December 9, 2020 Well, I'm not exactly sure what you'd like to accomplish but you can attach any mod to a weapon with an ObjectReference Script. You can define the mod you'd like to attach to it (for example a the Laser Rifle's "Full Stock": mod_LaserGun_Grip_StockFull). Link to comment Share on other sites More sharing options...
ShadowRanger787 Posted December 18, 2020 Author Share Posted December 18, 2020 Hmmmm, that might work for me! I'll probably just have to have a script running all the time seeing if the value for a mod slot is null and then forcing in a basic mod. Essentially I just don't want them to change the receiver and suddenly have no barrel or anything else attached as the mod slots sometimes have different names. I.E. SG_Barrel instead of Barrel for a shotgun receiver. Thanks for the reply! Link to comment Share on other sites More sharing options...
VIitS Posted December 19, 2020 Share Posted December 19, 2020 Scripting is completely unnecessary for what you want. You can have Attach Points added by an OMOD, so the best solution would be to remove the "Stock" AP keyword from the base weapon and have the grip add it. Any OMODs that are a combo grip/stock would just not have that AP keyword. Link to comment Share on other sites More sharing options...
ShadowRanger787 Posted December 22, 2020 Author Share Posted December 22, 2020 Scripting is completely unnecessary for what you want. You can have Attach Points added by an OMOD, so the best solution would be to remove the "Stock" AP keyword from the base weapon and have the grip add it. Any OMODs that are a combo grip/stock would just not have that AP keyword. Oh, that's what I'm currently doing and it's working great! The problem comes when say I have a rifle that has a stock then attach a pistol grip that does not have the Stock AP Keyword in the OMOD because I don't want it to be able to attach a stock and then I attach a pistol grip that DOES have the Stock keyword and the stock mod slot has a null attachment in it. What I'm looking for is a way so that whenever that Stock AP Slot is active for the first time after it was removed that the stock slot is filled with a placeholder attachment until the player attaches a different stock. Link to comment Share on other sites More sharing options...
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