Remove Weapon Mods

Post » Tue May 17, 2011 4:38 am

I know this is just hope and nothing else but, I was hoping someone here knew of a mod that allows you to remove weapon mods.

In Fallout 3 WMK, you could remove them because it was scripted, but when I investigated FNV with the GECK I saw, to my dismay, that there was almost no way. I can't think of a way to do so.

I know you can sell the weapon and get it back without mods, but that's just lame.
I was thinking of making text files that would take the modded weapon away, then give you a fresh one with all the mods available for it. Then, add the weapon mods you want and run a different text file that gets rid of the spare mods.

But that would take a long time to do. So, I'm hoping someone can think of a way to remove them with a mod...
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Jonny
 
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Post » Tue May 17, 2011 12:48 pm

No, we can't detect what mods a weapon has.
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Lisa Robb
 
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Post » Tue May 17, 2011 12:27 pm

I don't claim to understand scripting very well, but don't NVSE functions like those from http://fose.silverlock.org/fose_command_doc.html#GetModIndex down be used to some effect? They can return the mods that are applied to a weapon. Hopefully it will happen eventually - it's silly it wasn't a function in the original game.
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Alan Cutler
 
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Post » Tue May 17, 2011 9:21 am

Those aren't weapon mods. Those are mod mods. ESP and ESM files.
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KiiSsez jdgaf Benzler
 
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Post » Tue May 17, 2011 12:53 am

Showler, what are you talking about? I'm talking about Obsidian's Weapon Mods that were implemented into the game.
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Hot
 
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Post » Tue May 17, 2011 9:26 am

Showler, what are you talking about? I'm talking about Obsidian's Weapon Mods that were implemented into the game.


He's referring to the functions that A5ATAR pointed out above. Those aren't for weapon mods, they're for game modifications. As TheTalkieToaster said, there are no functions to detect what mods a weapon has right now.
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Princess Johnson
 
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Post » Tue May 17, 2011 3:44 pm

The NVSE commands that A5ATAR pointed to in the post above mine. They aren't designed to detect mods on a weapon. They are designed to allow you to figure out where in someone's mod list a particular mod is positioned so that you can address items from that mod using FormID codes.

The commands necessary to do the type of detection of weapon mods that you are looking for are not yet available in NVSE.
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Rebekah Rebekah Nicole
 
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Post » Tue May 17, 2011 8:52 am

It'd be a neat feature, but kind of complicated. It would need to capture the weapons id, condition of weapon, and mod used. It then would just replace the modded weapon with an unmodded duplicate of same condition. Waay above my pay-grade. Not sure nvse can catch all those values across various mods yet.
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Tessa Mullins
 
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Post » Tue May 17, 2011 2:52 am

I'm actually working on something like this. I can't detect what mods your weapon has, but I *CAN* detect when you mod them, so I can store what mods are on which weapon because my script saw you add them.

It unfortunately falls apart when you give the weapon to a companion and I'm not good enough with scripts to work around that. Of course nobody would use this mod as it would *absolutely* require you to start a new game or at least have no already modded weapons.
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dell
 
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Post » Tue May 17, 2011 3:28 am

How about this:

Write a script (for each weapon) that runs on request by the user. I don't how to trigger that request for a single object (like the "X" key to mod a weapon).

The script has a dialog that asks the user to verify what Mods that weapon has had applied, something like three yes/no dialog boxes or a three checkbox dialog if that's possible, or a conversation style UI.

The script takes the modded weapon, gives back the vanilla weapon plus the removed Mods.

Yes, it is possible that a user could cheat with this to obtain Mods but users can do that now anyway.
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WYatt REed
 
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