is there a mod that makes weapon attachment mods not permane

Post » Sat Feb 19, 2011 4:20 am

this has been a question i have been wondering for a while. is there a mod that makes the modifications/ attachments to weapons not permanent? or is there a way to implement this?
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Dean Ashcroft
 
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Post » Sat Feb 19, 2011 6:57 am

There was one that allowed you to repair your guns at a bench and just replaced the gun with a new pristine gun and a mod kit, if I recall (this is per combination of mods and thus adds a lot of recipes to the bench).
No other method has been found yet as far as I know.
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Genocidal Cry
 
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Post » Sat Feb 19, 2011 12:32 pm

There was one that allowed you to repair your guns at a bench and just replaced the gun with a new pristine gun and a mod kit, if I recall (this is per combination of mods and thus adds a lot of recipes to the bench).
No other method has been found yet as far as I know.


If we're thinking of the same one, then it didn't work as advertised, unfortunately. At the moment there is (to the best of my knowledge) no way to find out what mods are attached to a weapon using scripts, meaning no way to remove them. Well... no way to remove them and not 'destroy' the weapon mods in the process, I guess.
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Tammie Flint
 
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Post » Sat Feb 19, 2011 10:09 am

If we're thinking of the same one, then it didn't work as advertised, unfortunately. At the moment there is (to the best of my knowledge) no way to find out what mods are attached to a weapon using scripts, meaning no way to remove them. Well... no way to remove them and not 'destroy' the weapon mods in the process, I guess.


What a bummer.. :/
What has changed from FO3 to FONV?
Isn't the engine the same, I'm using your WMK for FO3 and IIRC you can remove the mods from weapons in that.
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Georgia Fullalove
 
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Post » Fri Feb 18, 2011 9:11 pm

:ph34r: by Razor

But yes, what did change from F)3 to NV Antistar?

bigcrazewolf
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XPidgex Jefferson
 
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Post » Sat Feb 19, 2011 12:42 pm

What a bummer.. :/
What has changed from FO3 to FONV?
Isn't the engine the same, I'm using your WMK for FO3 and IIRC you can remove the mods from weapons in that.

Fallout 3 weapon mod kits really just swapped your current weapon for one with whatever mod kit you put on. New Vegas mod kits are both a core part of the game, and modify a weapon without replacing it with a new one. And Obsidian didn't even add a way to detect attached mods with scripts, let alone remove them
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Brandi Norton
 
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Post » Sat Feb 19, 2011 4:06 am

They shouldve just hired Antistar to do it right for them
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Genevieve
 
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Post » Sat Feb 19, 2011 10:26 am

Well, for starters, the weapon mods are part of the actual form, instead of a kludged system of similar but different weapon forms. No NVSE-enabled form list index comparisons are needed any more. Unfortunately, there exists no way to detect which mods are active on the weapon in the gamesave, either in vanilla or NVSE-provided script functions.

In simpler terms... a LOT.
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CArlos BArrera
 
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