Weapon Mods

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Revision as of 09:13, 17 August 2015 by imported>Th1nk (Split Beam Value A is number added, not number added +1)
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Weapon Mods

Weapon mod items are new items in Fallout: New Vegas roughly similar in behaviour to Misc items. They can be selected as 'mods' on a weapon's Mod Info tab.

Note, Weapon Mods have no effect in and of themselves- the only data they have is text description. Multiple different weapons can therefore use the same mod and grant different bonuses.

Weapon Mods can be scripted. However, they do not run their OnDrop or OnEquip blocks when they are attached to a weapon. If the script contains OnAdd blocks, the game will crash when the mod is attached. In addition, attached Weapon Mods are effectively destroyed and merged into the weapon itself- they do not run their scripts, and cannot be detected using the GetEquipped function.

Weapon Mod Effects

Mods are assigned effects on the weapon's Mod Info tab. A weapon can make use of up to 3 mods, each of which can be assigned one of the effects from the list below. Each mod can have two values specified- each does a different thing depending on the effect specified. Very few modification effects use the second value.

  • Decrease Weight: Value #1 is a flat reduction to the weapon's weight.
  • Increase Weapon Damage: Value #1 is a flat bonus to the weapon's damage.
  • Increase Max Condition: Value #1 is a flat bonus added to the weapon's maximum condition.
  • Regenerate Ammo (Seconds): Value #1 is the number of seconds added to the weapon's recharge time. If negative, it reduces the time taken to recharge.
  • Regenerate Ammo (Shots): Value #1 is the number of shots before the regeneration effect procs. The weapon then ignores the next use of ammunition. Value #2 doesn't currently appear to do anything, but this requires further testing to ascertain whether that is the case.
  • Increase Projectile Speed: Value #1 is the multiplier of the projectile speed.
  • Increase Clip Size: Value #1 is a flat bonus to the weapon's clip size, or amount of shots that can be taken before reloading.
  • Silence: No values used, this silences the weapon. It is currently untested whether or not this applies to the weapon noise from the weapon itself or from the weapon and the projectile.
  • Increase Zoom: Value #1 is a flat value subtracted from the weapon's zoom field of view.
  • Decrease Spread: Value #1 is a flat reduction of the weapon's min spread.
  • Increase Rate of Fire: Value #1 is an additional multiplier where the number as a percentage is an additional increase in rate of fire (0.2 = 20% faster)
  • Split Beam: Value #1 is an integer equal to the number of projectiles added. Remember that the weapon's damage will be divided up among the projectiles, so adding more projectiles lowers the damage per projectile. Value B is a Min. Spread multiplier. Set it to 1 to maintain the default minimum spread.
  • VATS Bonus: Unused in game, further testing is needed to find the effect of this and the two values.

Benefits

  • Weapon mods are implemented directly via the user's Pip-Boy menu, rather than requiring any special scripting. For casual mod authors, creating a modifiable weapon is fairly simple.

Limitations

  • Although a popular Fallout 3 scripted weapon mod plugin made use of up to 4 mods, the Fallout: New Vegas option only grants up to three mods. For developers wishing to add more mods to their plugin, they must presently create a new weapon type for certain mods and they will be unable to use the Mod function in the Pip-Boy menu to install them.
  • Mods are implemented by swapping the model, not by adding components to/revealing components from a single pre-specified model. This means that the number of models required increases exponentially; 2 models for 1 mod, 4 models for 2 mods, and 8 models for 3 mods. This reduces the former technique of hiding weapon subsections to change the weapon's appearance, and contributes to larger package sizes when distributing plugins.
  • It is not presently possible to read which mods a weapon has equipped, by script or otherwise.
  • Presently, through scripting, it is not possible to attach a mod to a weapon and not possible to remove it later.
  • Each mod can have one effect only. For instance, in a realistic modification, a silencer cannot both reduce projectile speed and silence the weapon -- only one or the other.

Bugs

  • Currently the Decrease Weight option will only work if it is placed in the first mod slot. Additionally, its effects will only last so long as the weapon is holstered; when the weapon is brought into firing position its full, unmodified weight will be immediately applied, although the display for the weapon will not reflect this change.