Difference between revisions of "Weapons"

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(→‎Art and Sound Tab: Revised some of this section, some grammar changes)
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=='''Art and Sound Tab'''==
=='''Art and Sound Tab'''==
*'''Inventory Image:''' The image the weapon is identified with in inventory.
*'''Inventory Image:''' The image the weapon is identified with in the inventory screen.
*'''Message Icon:''' The icon that appears on aquiring the weapon.
*'''Message Icon:''' The icon that appears on acquiring the weapon.
*'''[[Projectile]]:''' The Projectile object used by the weapon, found in the Miscellaneous list.
*'''Projectile:''' The projectile used by the weapon, found under [[Special Effects]] -> [[Projectile]] in the [[Object Window]].
*'''[[ImpactDataSet|Impact Data Set]]:''' Determines how this weapon effects different material types.
*'''[[ImpactDataSet|Impact Data Set]]:''' Determines how the weapon affects different material types on impact.
*'''Reload Anim:''' The animation object used for reloading this weapon.
*'''Reload Anim:''' The reload animation used for the weapon.
*'''Hand Grip:''' Determines the type of hand grip used for this weapon.
*'''Hand Grip:''' Determines how the weapon is gripped.
*'''Attack Anim:''' The firing animation used for this weapon.
*'''Attack Anim:''' The firing animation used for the weapon.
*'''Shell Casing:''' The name of the file used for the 3D model of the shell casing expended by this weapon.
*'''Shell Casing:''' The file containing the 3D model of the weapon's shell casings.
*'''Attack Sound:''' The sound made by this weapon when it is fired.
*'''Animation Type:''' Determines which animations the weapon can use. For more details on how this value can be used in scripts, see [[GetWeaponAnimType]].
*'''Attack Sound (First Person):''' Determines the sound file used in first person attacks with this weapon.
*'''Attack Sound:''' The sound form played when an NPC fires the weapon.
*'''Attack Fail (No Ammo/Melee Miss):''' The sound made by this weapon when it runs out of ammunition or misses.
*'''Attack Sound (2D):''' The sound form played when the player fires the weapon.
*'''Animation Type:''' Determines the type of animations the wielder of this weapon will use.  
*'''Attack Loop:''' The sound loop used when the weapon is fired. For instance, the Flamer and the Minigun use this instead of "Attack Sound."
*'''Attack Fail (No Ammo/Melee Miss):''' The sound form used by the weapon when it runs out of ammunition or, in the case of melee weapons, when it misses.
*'''Melee Block:''' The sound form played whenever the weapon is hit while blocking.
*'''Detection Sound Level:''' Volume of weapon as it is fired.
*'''Detection Sound Level:''' Volume of weapon as it is fired.
*'''Add Destruction Data:''' Used to define what the weapon will look like when it's damaged.
*'''Add Destruction Data:''' Used to define what the weapon will look like when it's damaged.
*'''Pickup Sound:''' Sound file payed on picking up the weapon
*'''Idle Sound:''' The sound form played whenever the weapon is held. For example, the Flamer makes a hissing noise when idle.
*'''Putdown Sound:''' Sound file played when the weapon is put down.
*'''Equip Sound:''' The sound form played when the weapon is drawn.
*'''Unequip Sound:''' The sound form played when the weapon is holstered.
*'''Pickup Sound:''' The sound form played when the weapon is added to the player's inventory, or when it's equipped.
*'''Putdown Sound:''' The sound played when the weapon is removed from the player's inventory, or when it's unequipped.


==='''Model'''===
==='''Model'''===

Revision as of 07:19, 17 February 2009

This article is incomplete. You can help by filling in any blank descriptions.
Further information might be found in a section of the discussion page. Please remove this message when no longer necessary.

General

  • ID: The weapon's Editor ID.
  • Name: The weapon’s name displayed in-game.
  • Script: Defines a script to play continuously on the weapon.
  • Object Effect: The Object Effect applied to the target when struck with the weapon.
  • Ammunition: Specifies what type of ammo the weapon will use. This setting will also accept objects in a FormList. For more information, see Ammunition Tricks.
  • Clip Rounds: The maximum number of rounds that can be stored in the weapon's clip.
  • Skill: Defines which skill factors into the weapon's damage and spread calculations. See Weapon Damage Formula & Gun Spread Formula for more details.
  • Damage Per Second: The estimated damage done per second with the weapon's associated skill at 0 and 100.
  • Repair Item List: The specified FormList containing objects used to repair the weapon.
  • Equip Type: Categorization of the weapon used in-game. It's unknown if this setting does anything beyond changing the hotkey icon.

Flags

  • NPCs Use Ammo: NPCs will use up the associated ammo in their inventory like the player does. (This setting is disabled by default.)
  • Ignores Normal Weapon Resistance: This setting is obsolete.
  • Automatic: Holding the attack button down will cause the weapon to fire continuously.
  • Can't Drop: The weapon cannot be disarmed from actors, nor will it drop when the actor dies; however, the player can remove it from the actor’s inventory if the “Playable” option is checked.
  • Not Used in Normal Combat: Prevents NPCs from using the weapon unless specified in the Use Weapon Package.
  • Quest Item: The weapon cannot be removed from the world, nor can it be removed from the player’s inventory.
  • Playable: The weapon can be used and picked up by the player. When disabled, the "Can't Drop" setting will be checked automatically, and the weapon won't show up in the NPC inventory screen. This setting is generally unchecked for weapons that are mounted into the actor.
  • Player Only: NPCs will not use or pick up the weapon.
  • No Jam After Reload: The weapon will never jam after a reload. See fWeaponConditionReloadJamXX for more details.
  • Minor Crime: Attacking an NPC with the weapon will be considered a minor crime (as opposed to assault, a major crime). For more information, see Crime.
  • Hide Backpack: Probably unused.

Game Data Tab

  • Weight: The weight of the object.
  • Health: The condition of the object; How much damage the weapon can take before being destroyed/useless.
  • Reach: For melee weapons, this is a multiplier used in the reach formula: fCombatDistance * NPCScale * WeaponReach (where fCombatDistance is a gamesetting).
  • Fire Rate: Number of shots per second. This is only valid for automatic weapons. Single shot weapons are restricted by their attack animation. Their "rate of fire" can be altered by changing the Attack Multiplier in the Animation group.
    • As mentioned above, this variable only affects the GECK's DPS calculation if the "Automatic" box is checked.
  • Spread: Not used.
  • Min Spread: Spread of the projectiles, in degrees.
  • Sight FOV: The angle of view when using Iron Sights. Done by zooming in.
  • Sight Usage:
  • Crit Dmg: How much extra damage the weapon does on a critical hit. This is not a multiplier. It's added damage. Additionally, this damage is added after armor, effectively making it bypass the target's armor.
  • Aim Arc:: Probably unused, as the projectile arc is actually controlled in the Projectile object itself.
  • Value: Base monetary value in bottlecaps, before barter skills and weapon condition are factored in.
  • Damage: Damage this weapon does per hit. See the Weapon Damage Formula for more information.
    • This variable affects the GECK-calculated DPS stat in real time.
  • Ammo Use: How much ammo is used from the clip when this weapon is fired.
  • # Projectiles: Number of projectiles per single ammo object.
  • Limb Dmg Mult: Affects how much damage the weapon does to limbs. Note: This is unconfirmed, but if this setting is set to zero or lower, it will revert to the regular damage multiplier.
  • Base VATS To-Hit Chance: This is the base chance for this weapon to score a hit on a target when the player fires this weapon in VATS, before modifiers related to skill, distance, target visibility, and other factors are added to the calculation.
  • Crit % Mult: Modifier to actor's critical chance derived attribute. Usually set to one. If set to zero, the weapon will not cause critical hits, even for sneak attacks. Automatic weapons use this value divided by the Fire Rate. For example, an Assault Rifle has a Crit % Mult of 1.0, and a Fire Rate of 8. Therefore each bullet has a 0.125 multiplier to the critical percent chance. See the Critical Hit Chance Formula for specific information as to how this value effects the critical hit chance.
  • Burst Shot: Checkbox. Probably unused, as burst weapons like the SMG and Assault Rifle do not have it checked.
  • Long Bursts Checkbox. Weapons like the Minigun, Gatling Laser, and Flamer have this checked, and may indicate that the weapon continues firing even after the trigger stops being held down. It may also be unused as this may actually be controlled elsewhere.
  • Semi-Automatic Fire Delay Min:
  • Semi-Automatic Fire Delay Max:
    • This allows semi-auto weapons to have a "sticky trigger" effect. This variable affects the GECK-calculated DPS stat. However, the affect only appears after you click OK and close the Weapon window.
  • Crit Effect: The "spell" that is applied to the target on a critical hit. Must have ONLY self-targeted effects. See Critical Tricks.
    • On Death: If checked, critical effect is only applied when the target is killed.
  • Resist: This determines the Damage Type of the weapon, by specifying the resistance value that affects the damage dealt. For example, the Flamer is set to FireResist, which sets the damage type as Fire.
    • Options: NONE, DamageResist, ElectricResist, EmpResist, EnergyResist, FireResist, FrostResist, PoisonResist, and RadResist.

On Hit

  • Normal formula behavior: The weapon will calculate the chance to sever and explode limbs.
  • Dismember only: The weapon will only calculate the chance to sever limbs.
  • Explode only: The weapon will only calculate the chance to explode limbs.
  • No Dismember/Explode: All limbs hit by the weapon will remain intact.

Range

  • Min Range: Tells combat AI they don't need to be closer than this value.
  • Max Range: Tells combat AI they don't want to be any further away than this value.
  • Range is Fixed: Tells the combat AI not to use combat style multipliers for this weapon.

Override

  • Action Points: Override the standard number of action points a weapon uses.
  • Damage to Weapon Multiplier: Override the multiplier that determines the amount of damage the weapon will take. (0.0 causes the weapon to take no damage. > 1.0 causes the weapon to take more damage than it delivers)

Embedded Weapon:

Checked if the weapon is a built in part of the creature.

  • Node: Node that the weapon is attached to.
  • Actor Value: The condition value affected when the weapon is targetted.

Art and Sound Tab

  • Inventory Image: The image the weapon is identified with in the inventory screen.
  • Message Icon: The icon that appears on acquiring the weapon.
  • Projectile: The projectile used by the weapon, found under Special Effects -> Projectile in the Object Window.
  • Impact Data Set: Determines how the weapon affects different material types on impact.
  • Reload Anim: The reload animation used for the weapon.
  • Hand Grip: Determines how the weapon is gripped.
  • Attack Anim: The firing animation used for the weapon.
  • Shell Casing: The file containing the 3D model of the weapon's shell casings.
  • Animation Type: Determines which animations the weapon can use. For more details on how this value can be used in scripts, see GetWeaponAnimType.
  • Attack Sound: The sound form played when an NPC fires the weapon.
  • Attack Sound (2D): The sound form played when the player fires the weapon.
  • Attack Loop: The sound loop used when the weapon is fired. For instance, the Flamer and the Minigun use this instead of "Attack Sound."
  • Attack Fail (No Ammo/Melee Miss): The sound form used by the weapon when it runs out of ammunition or, in the case of melee weapons, when it misses.
  • Melee Block: The sound form played whenever the weapon is hit while blocking.
  • Detection Sound Level: Volume of weapon as it is fired.
  • Add Destruction Data: Used to define what the weapon will look like when it's damaged.
  • Idle Sound: The sound form played whenever the weapon is held. For example, the Flamer makes a hissing noise when idle.
  • Equip Sound: The sound form played when the weapon is drawn.
  • Unequip Sound: The sound form played when the weapon is holstered.
  • Pickup Sound: The sound form played when the weapon is added to the player's inventory, or when it's equipped.
  • Putdown Sound: The sound played when the weapon is removed from the player's inventory, or when it's unequipped.

Model

  • Model: The model used for this weapon when it appears in the world or in use by NPCs.
  • 1st Person Model Object: The model used for this weapon when used by the player. It is listed as a static object entry pointing to the same mesh as the Model, usually with higher-res texture set overrides.
  • Armor List: Used when a weapon requires skin geometry (such as the oven mitten on the Shiskebab).
  • World Model: Used to differentiate between the world model and the model seen on actors.

Note: In order to change textures for a weapon, you must change the textures for both the Models listed here, as well as the textures for the corresponding 1st Person Model Object, which can be found under WorldObjects -> Statics in the Object Window

Animation

  • Multiplier: Speeds up or slows down the weapon's animation speeds.
  • Attack Multiplier: Speeds up or slows down just the attack animations.
  • Don't Use 1st Person IS Animations: Check to keep the weapon from using iron sights animations in 1st person mode.
  • Don't Use 3rd Person IS Animations: Check to keep the weapon from using iron sights animations in 3rd person mode.
  • Attack Shots/Sec: How many shots
  • Reload Time: How many reload animations can play per sec.
  • Jam Time: How many Jam animations can to play.

Has Scope

The weapon can zoom in on a target in iron sights mode.

  • Target NIF: The file name of the overlay effect.
  • Effect: The effect shader applied to the target or the view when the scope is used.
    Note: It appears that this value is ignored by the game engine.

Rumble Tab

  • Left motor strength: Sets the rumble strength for the left side of the controller.
  • Right motor strength: Sets the rumble strength for the right side of the controller.
  • Duration: Sets the duration for the controller to rumble.

Misc Info

For those who have created a custom weapon and would like to add it to their inventory via the console...its quite simple. First you need to get the Form ID number of your weapon. This is found in the Object Window in the GECK right next to your weapon's Editor ID. By default, the Form ID column is hidden, so you will need to expand it to make it visible. Write this value down. Next open Fallout Mod Manager and find your mod. Substitute the first 2 numbers in the Form ID you wrote down for the mod index number of your mod. You can now add the weapon to your inventory in-game using the console command player.additem FORMID COUNT, where FORMID is the value you wrote down and count is the number to add.

Example: If my weapon's Form ID in the GECK was 01010b5c and my mod index number is 17, then the command I would type in-game would be: player.additem 17010b5c 1.