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[Q] Any way to add additional types of mods to weapons? [Resolved]


Rogue_Kitsune

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Posted

I've been trying to figure this out on my own for the past couple days with no success, so I've finally decided I should just ask for help, see if anyone has any ideas. So. I've been messing around with the M9 Standalone Pistol, trying to add the textures from M9 Pistol Reskin as craftable modifications for it, rather than replacing the default textures; I can get the texture displayed on the gun to change easily enough by adding a MaterialSwaps entry to the properties of an Object Modification, but this only seems to work if it's on a modification that falls under one of the pre-existing categories (eg, Receivers, Grips, Barrels, Scopes, and maybe Muzzles [i haven't tested that one]).

 

For the moment, I've taken over the Scopes category (ap_gun_Scope), since there's only one sight option available for the M9 pistol, but I would prefer if I could add an entirely new category for different weapon finishes.... but I just cannot figure out how to make it work. I thought I could use either the vanilla Baseball Bat and/or the Two Legendary Modifications file from Legendary Modification as examples, but even with my file seemingly set up the exact same way, I just get an instant CTD whenever I try to inspect the weapon or modify it at a workbench. And I had thought that maybe it was crashing because it didn't know what model to be applying those MaterialSwaps to, but I tested that when I tried using the Scopes category - even without a model specified, that works fine. It's apparently only when I try to add these finishes as a new category of mod that it crashes, and, well, I'm at a loss as to why.

 

Does anyone here have any ideas, and who might be willing to help me out? (If this is something that's even possible, for that matter?)

 

Update: I can't confirm if this will work for all weapons, but for this particular instance, at least, the ap_melee_Material keyword turns out to work perfectly for adding a separate "Material" category to the list of available weapon mods.

Posted

Well, that mod by itself didn't exactly help, but it gave me an idea to try - I tried using the vanilla ap_melee_Material keyword, and.. what do ya know, it works! I still don't quite understand why my custom keyword trying to do the same thing didn't work, or how the second legendary slot from 2Legendary Modification works, but... oh well! It does work the way I wanted it to now, so, thank you for giving me the idea, even if only indirectly. :D

Posted

Further update: A new mod just popped up on the Nexus a bit ago, Crazy Earl's Weapon Mods, and I had to take a look at it because they did manage to create separate for Materials and Calibers, and now I managed to get mine working, too! I don't think I saved any of my original test plug-in files, so I can't check to confirm what I was doing wrong, unfortunately, but I think it was the TNAM - Type value in the Keyword record; I think I had either left that blank, or had "Unknown 5" in it, but with a value of "Unknown 2" there it does work. Although I would've thought I would've tried just using one of the existing records as a template before now, but... who knows. Maybe I didn't. Which makes this kind of embarrassing now... but, ah well. Now we know!

 

And I just did some quick checking in FO4Edit, think I probably am right about that: ma_ keywords have TNAM values of Unknown 5, dn_ keywords have TNAM set to None, and ap_ keywords use TNAM Unknown 2. So, assuming I'm right, it looks like if you want to create a new category of weapon mods to be available at the workbench, you should use set TNAM - Type to Unknown 2 on your keyword. (Or, better yet, just copy a keyword you already know works, rather than trying to do it from scratch and getting completely lost, like I did. XD;; )

 

Also, bonus: in the comments for Crazy Earl's Weapon Mods, I noticed they mentioned that the order mods are listed in at the workbench is determined by the Value set in the Data category for the corresponding Misc. Items - figured I'd mention this quick here, too, since it was another issue that had been bothering me; figure it might help some of you guys out, too!

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