Difference between revisions of "Weapon Mods"
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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. | 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== | ||
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]] |