ShadowRanger787 Posted December 19, 2020 Share Posted December 19, 2020 Does anyone know if it is possible to force remove certain weapon mods from a players weapon without unequiping it? I could swear I remember seeing a post that said you had to unequip the weapon before you could change any mods on it which segways into my main topic. Hypothetically speaking if there was a way to force change weapon mods whilst the player was holding it could I make a magazine have 30 child nodes for bullets and then one by one change them from a "filled" slot with a bullet to an "empty" slot with a null child mod and then use a script with F4SE to keep track of how many rounds were fired and make that many rounds visible? Imagine something akin to Metro 2033's AK magazines with the cut-outs in the side that allow you to see how many rounds you have, that's what I'm trying to emulate. Thanks for the input! Link to comment Share on other sites More sharing options...
LarannKiar Posted January 3, 2021 Share Posted January 3, 2021 I don't think it's possible.. or even if it is somehow, the weapon animation can become buggy.. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted January 3, 2021 Share Posted January 3, 2021 You could probably do it the same way as this mod does the "weapon degradation". https://www.nexusmods.com/fallout4/mods/49138 It uses ObjectModifications for the "current degradation value". So you could have 30 OMODs (if you have a 30 bullet mag).The 3D model of each mag has "one less" bullet in it and you just "switch through" the OMODs as the mag is getting "emptied". I don't know how fast switching OMODs is, but since the game would have to load meshes I think it would be slow ...Too slow for an automatic weapon ....But I don't know .... Link to comment Share on other sites More sharing options...
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