Talk:Weapon Mods

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Revision as of 16:51, 11 November 2010 by imported>JT
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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)