Difference between revisions of "Talk:Weapon Mods"
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:After looking it over, four years later of course, I think I've discovered how the weapon modifications work for regenerating ammunition per shot total. The value in slot one appears to correspond to how many shots are fired before it procs and the second value to how much ammunition the proc'd shot takes up. I may be mistaken and it's just ignoring the proc'd shot entirely, but I'll do some more research on that. [[User:Virtue|Virtue]] ([[User talk:Virtue|talk]]) 18:47, 22 May 2014 (EDT) | :After looking it over, four years later of course, I think I've discovered how the weapon modifications work for regenerating ammunition per shot total. The value in slot one appears to correspond to how many shots are fired before it procs and the second value to how much ammunition the proc'd shot takes up. I may be mistaken and it's just ignoring the proc'd shot entirely, but I'll do some more research on that. [[User:Virtue|Virtue]] ([[User talk:Virtue|talk]]) 18:47, 22 May 2014 (EDT) | ||
== Split Beam Value B == | |||
I've added a note that Value B modifies minimum spread. Here's a post I made about it ages ago - I only rediscovered it because my Hard Drive died a while back and I lost the version of what I was working on where I'd solved the problem. It's odd that vanilla stuff messes it up, but it's pretty clear if you set up a laser rifle with multiple beams and wide spread (so you can visualise it), add a beam split mod (Value A= whatever integer, value B at the default 0), and apply the mod to it. |
Revision as of 08:50, 17 August 2015
Is it just me, or is the implementation of Weapon Mods in NV even hackier than the method in WMK? You have limited or non-existent script support, a fixed number of mod slots, only one effect per mod, etc. With a system that swaps the object type, on the other hand, you have full script support, a theoretically unlimited number of mod slots (four in the current implementation of WMK, but modded weapons become much easier once NVSE/FOSE support saveable cloned forms thanks to all of the modifying functions), and each mod can completely alter any and/or all variables of the weapon. The amount of work necessary in either case, aside from the initial scripting outlay, is almost the same. --JT 21:51, 11 November 2010 (UTC)
- After looking it over, four years later of course, I think I've discovered how the weapon modifications work for regenerating ammunition per shot total. The value in slot one appears to correspond to how many shots are fired before it procs and the second value to how much ammunition the proc'd shot takes up. I may be mistaken and it's just ignoring the proc'd shot entirely, but I'll do some more research on that. Virtue (talk) 18:47, 22 May 2014 (EDT)
Split Beam Value B
I've added a note that Value B modifies minimum spread. Here's a post I made about it ages ago - I only rediscovered it because my Hard Drive died a while back and I lost the version of what I was working on where I'd solved the problem. It's odd that vanilla stuff messes it up, but it's pretty clear if you set up a laser rifle with multiple beams and wide spread (so you can visualise it), add a beam split mod (Value A= whatever integer, value B at the default 0), and apply the mod to it.