Talk:Weapon Mods
Revision as of 16:51, 11 November 2010 by imported>JT (New page: 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 eff...)
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. --JT 21:51, 11 November 2010 (UTC)