Another techy question to devs: about weapon mod implementat

Post » Sun May 29, 2011 2:10 am

How are weapon mods handled? Has the weapon form been modified to handle weapon mods somehow, or does it use a system like http://www.fallout3nexus.com/downloads/file.php?id=3388 using an index comparison between two FormLists via a script, or is it some other way?
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dav
 
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Post » Sat May 28, 2011 11:31 pm

I've asked this before, I don't think they wanted to disclose it yet, maybe now it's different though with it coming out so soon. I'd really like to know. I'm also curious as to what kind of modifiers can be assigned to the weapon modifications, like can we make a bayonet attachment? Or a flashlight?
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Antony Holdsworth
 
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Post » Sat May 28, 2011 3:19 pm

Eep! Wrong forum! I thought I was in the NV forum!

Gonna notify a mod to transfer...
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Aaron Clark
 
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Post » Sat May 28, 2011 2:05 pm

Weapon forms have a "Mods" tab where you define up to three mods, their effects, and their .nif combinatons/sounds/animations.

"The old way" F3 modders did it should still work if folks aren't satisfied with this functionality. I'm also confident that modders can make new crafting activators to make that type of weapon modding more straightforward for the player.
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suzan
 
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Post » Sat May 28, 2011 10:28 pm

Just wanna say thank you Mr. Sawyer...................woooo that sounds like a good DLC character. A mob boss of the good kind, help the people aka elder Lyon's style.
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Mike Plumley
 
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