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Showing results for tags 'attachment'.
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Just wondering if there is a way to make so a weapon requires a specific type of attachment before another one can be put on. For example, make so a certain barrel requires that the weapon have a pistol configuration, not rifle. I played around with a few conditions in the recipe requirements, but couldn't get anything to work quite the way I wanted. One of the issues is that I'm not sure what the target of that requirement should be, for Perk requirements it's on Subject, but that can't be the same to check the weapon you're looking at in a crafting menu. Really hoping this doesn't require some kind of script.
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I Don't know who you are - but please you Modding Legend bring this to the game
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So... I'm rather green here. I've been trying to figure out a way to modify a weapon or piece of armor with attachments and color changes added WITHOUT going into the game to do it. For example, I have the Combined Arms and Private Military Company mods, and want to make a custom weapon, FAST helmet, and uniform using the attachments and color changes that these mods provide for their respective items, so I can make a "standard issue" kit for my Minute Men. So far, I've only found tutorials that show how to make something in Nif Scope, bring it into the CK, then go IN game to mod an item. Any help would be great =^_^=
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Hello, this is my first post in the forum so apologies in advance if I do something wrong. Lol. Ever since the 1.5 update (along with a lot of other weird issues) I am getting a weird glitch that causes any weapon attachments to disappear. They function correctly, (for example ranged scopes will still zoom) but they are simply just gone. Even newly added attachments show up as invisible. This goes for both vanilla and mod weapons, and it seems to mainly occur after loading a save that was made after crafting or building an item at a settlement or player home. If anyone has had a similar problem or know if that sounds familiar, I'm hoping to solve this for myself and anyone else. Thanks in advance!
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I've created Object Mod files, Construction Object files and Miscmod files for every part of my gun and yet the scopes category will not appear in the workbench menu when I view it. I've made an IronSights object mod using the pipe revolver ironsights as a temporary thing, and plan to have it reference no model and just be a null mod, but right now there's no sub menu for scopes showing up.
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Fallout 3 modders didnt accomplish it. Fallout new vegas modders(and bethesta) didnt accomplish it. Thought when they included a vanilla moddable thompson we(i) will finally get it, but surprise... No vertical foregrip. Probably no one is even going to read this, even less make it a reality. I would do it, i even got the blender 2.49, the python, the niftools... But the amount of malfunctions even without starting to animate are just too much for me. I would be happy with the weapon mod(just the grip, animated of course) but if someone wants to do the whole weapon.... Remember, the animation is the priority, if not, your mod will vanish like F3 and FNV ones. You know if you do well it will have thousands of downloads. I know you can make it. Please?
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Weapon Attachment Causing 'Misfires'
jkruse05 posted a topic in Fallout 4's Creation Kit and Modders
I've had the Rangemaster out for about a month now and I just have a couple persisting bugs that I can't seem to fix. The first, and biggest one, is with the .308 ammo conversion. I have the gun set to fire 5.56 by default, and it can be modified to fire .308, 7.62, and any pistol round. I got a report early on that some shots weren't registering on target with anything but 5.56, but I haven't been able to recreate that issue, and from my research it may be a Bethesda Bug rearing its ugly head. However, along with that, and since then, I have had reports, and found in my own game, that equipping specifically the .308 conversion will cause 'misfires' where the projectile seems to hit an invisible object immediately after exiting the barrel. This happens with about 50% of shots. You can see and hear it in this video (it happens throughout, but see about 6:30 and onward for a good sample). Here's what I know. 1. The .308 attachment is identical to all other ammo conversion attachments for the weapon. In fact, it is a modified copy of the 7.62 attachment. 2. The 5.56, which I have had NO reported problems with, uses the same projectile info as the .308 3. The Rangemaster uses the vanilla Combat Rifle suppressor. However, there is no similar issue when using the .308 receiver with the vanilla Combat Rifle. 4. The Rangemaster's default muzzle (it does not support a 'null muzzle' state) has the projectile node pushed out about the same distance as on that vanilla suppressor, and farther than on the Handmade AR that it borrows animations from. I am at a loss as to what would be causing this issue, especially with only one ammo type. I'm working on a decent sized update right now, and I would like to actually fix this, rather than just removing the .308 mod. The other issue is less significant, and is probably just due to my dodgy understanding of how textures work in Fallout 4. For the reflex sights I just opened the vanilla dot and circle variants in nifskope, re-oriented all the various BSTriShapes to fit on the appropriate spot on my gun, and saved them. Somehow, with only that little bit of modification, the main dot in both sights now disappears while looking at the sky, and gets muddled by the shader when looking at water. I'm guessing this is an easy fix, but I don't really know where to start. Thanks for any insight you can provide for either problem. -
Apologies if this has been asked before (a quick search yielded no results) or if this is in the wrong section, I'm having a very minor but irritating issue when creating a simple baseball bat weapon mod/attachment. I have the COBJ set up with materials and perks required set up and that aspect works as expected, and the MISC mod box seems to be working as usual, I can unattach and drop it just fine (as well as re-attach it). Most importantly (I assume). the OMOD file is almost exactly the same as, say, the chain-wrapped mod. I have it set to do more damage, which it does. I have it set to weigh a lot more than chainwrapped, which it does as well. The only problem is that as soon as it is constructed and attached to the baseball bat, instead of saying "Heavy baseball bat" just like the "Chain-wrapped" baseball bat, it just calls it "Baseball bat" with everything else working perfectly fine. It has its keyword set to dn_HasMeleeMod_Heavy, and the actual OMOD's name is "heavy" but no prefix is showing up in game. Have I missed some sort of form ID list or something? I've tried everything all the way up to just copying all the chainwrapped files and making it an almost exact replica, but still no dice. I'm no stranger to modding as I've extensively destroyed my New Vegas game with home-brewed mods and other stuff, but this one stupid thing has me stumped. Also as a bonus question, is there anyway I can make the mod change the bat to be V Slow instead of just Slow?
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I am wanting to make a custom attachment for a vanilla weapon. I have duplicated and modified the constructable object, miscmod, and the modification itself. I have changed all the associations in these to the new ones I made. I added my mod to the ModCol_ list and also made my own mod association keyword and added that to the base weapon. What am I missing? I have search quite a bit to find a tutorial on making custom attachment mods, but all I found was how to change base stats. Thanks!
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always wanted to C Ghillie/gun wrap on my rifle https://www.google.fi/search?q=enemy+at+the+gates+gun+wrap&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjywaGQju7TAhWkApoKHbwzCs4Q_AUICigB&biw=1920&bih=974#q=enemy+at+the+gates&tbm=isch&tbs=rimg:CZ8TlAzuho4SIjgTP9ja7dLnqg8OJNCILZ3HYbvD9CkORtyxM_18LltG8DpA8LiwmGR8JswMJO32R9gw55SOLHvFBrCoSCRM_12Nrt0ueqESZv0rJRhuO_1KhIJDw4k0IgtnccRy9A9iG1f58oqEglhu8P0KQ5G3BHqTnRgJxCW8SoSCbEz_1wuW0bwOEVt20pllnEj0KhIJkDwuLCYZHwkRMjEAna_1m4zQqEgmzAwk7fZH2DBF8SIUsycVd4yoSCTnlI4se8UGsEavmDY_1h7yvk&imgrc=3c2E3Bk-cTMwHM: something simple as this would look sick
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Just curious if it is at all possible to create/add a Muzzle Attachment mod for smart weapons/pistols like Skippy? And if it is possible?....I'm officially requesting that! Thanks
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- muzzle
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Is there a way to order the attach point modification slot order in the weapon workbench? Not the object mods in a category but the categories themselves. For example the weapon I am creating currently has the hand guard slot at the very bottom of the list and I would like it to be one of the first on the list. I want to change the order from this: Receiver Barrels Muzzles Sights Grips Stocks Hand guards to something more like this: Receiver Barrels Hand guards Muzzles Sights Grips Stocks Does anyone know what controls the order they show up in?
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