Weapon Mod Effects / Lack of GECK Documentation

Post » Sat May 28, 2011 12:32 am

Hi just playing with a few ideas in the GECK and I cant seam to find a way to create your own weapon mod effects, not the weapon mods but what they do to the gun. Is this true or am I missing something?
I'm currently trying to accomplish a mod which allows the grenade launcher to fire 2 projectiles. That part I've done using the "split beam" mod effect but I want it to use up two grenades per shot as well which seams trickier to do.

Also where is all the documentation for the new GECK features as the WIKI doesn't have anything, I'm assuming that nobody at Bethesda or Obsidian could be bothered to update it. For example I would like to know what the second value for each of the weapon mod effects do for example the larger clip for the 9mm pistol adds 7 bullets to the clip but has the values of 7 and 3 in the first and second boxes respectively.
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Naomi Lastname
 
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Post » Fri May 27, 2011 1:44 pm

I think we are all.....well I know I am, optimistically waiting for a NV GECK WIKI from either Bethesda or Obsidian, also offical tutorials as well :nod: I don't belive there has been any word from them yet unfortunately.
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Marine Arrègle
 
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Post » Sat May 28, 2011 12:40 am

They didn't need a "2x ammo consumption" mod effect, so they didn't make one. Inconvenient, but...
Could try and see if mods work as a parameter for GetEquipped? Then you could script your double-ammo-cost when the player's got double-barrel grenade launcher.

Alternatively, just make it a new weapon and add a crafting recipe that inputs a single-barrel and your mod, and outputs a double-barrel.
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Karine laverre
 
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