Difference between revisions of "Weapon Mods"

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=='''Weapon Mods'''==
==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.  
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.  


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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.
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'''==
==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.
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.
*'''Decrease Weight:''' Value #1 is a flat reduction to the weapon's weight.
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*'''Increase Max Condition:''' Value #1 is a flat bonus added to the weapon's maximum condition.
*'''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 (Seconds):''' Value #1 is the number of seconds added to the weapon's recharge time. If negative, it reduces the time taken to recharge.
==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.


[[Category:New Vegas Content]]
[[Category:New Vegas Content]]
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