9raxus Posted May 7, 2021 Share Posted May 7, 2021 In the past, I have tried to place completely unmodded weapons into the game world, each time to find that, when testing the mod out, the weapon has the possibility of being "modded." For example, if I placed a regular laser gun into an exterior cell onto the ground, when I go to pick the weapon up, it now has a stock or a splitter or a scope. I understand how to place a modded weapon into the game (it seems very complicated, where you need to create a leveled list and a form list and then using a quest and all that) but I'm wondering if there's a simple method for just placing an unmodded weapon into the game and assuring that, once in the game, it is retrieved as an unmodded weapon. Thank you. Link to comment Share on other sites More sharing options...
SKKmods Posted May 7, 2021 Share Posted May 7, 2021 (1) Create a LevelList, add your weapon, pick the correct simple if_tmp keywords for your weapon templates. Look at LL_10mm_Pistol_Simple. (2) Create a dummy MiscItem. Look at DummyNoEdit_10mm. (3) Place a dummy MiscItem in the world which will render to a model. (4) Open the placed ObjectReference form, on the LeveldItem tab set your level list. (5) Enjoy ! Link to comment Share on other sites More sharing options...
DieFeM Posted May 7, 2021 Share Posted May 7, 2021 The weapons have a section named "object template", and this template contains various types of mod sets that have a keyword, the keyword determines from which of the sets the engine choses the weapon mods.This keyword is set in the leveled list, that will determine from which set of the object template the engine will select the mods.Those sets can contain object mod collections or single mods, the collection rules determines what mod of the collection is used. Answering your question, you need to create a duplicate record of the weapon and remove all sets from the object template except for the default one, and configure it with the mods you want. Link to comment Share on other sites More sharing options...
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