Weapons Overhaul System is built with modularity in mind, and it is built as a Toolbox first, creating basic systems with simplified components to add new functions and features.
General Actor Values - These are Actor-Values, and must be added to the OMOD properties. Has two modes, positive and negative, as it cannot have negative values, and has three different channels to either be additive or multiplicative on top of each other.
> T6M_AVIF_AOE-HVY_Channel_*_* - This is same as above, but is exclusive to Heavy Weapons. Note that it doesn't even work, because it still universally increases AOE of grenades.
> T6M_AVIF_Bash_Channel_*_* - This increases bash-damage multiplicatively, period.
> T6M_AVIF_BashNoBayonet_Channel_*_* - The "No-Bayonet" is specifically for adding bonus bash, but have it disabled when equipped with a Bayonet attachment.
> T6M_AVIF_AP_Channel_*_* - This increases or decreases the Armor-Penetration of the weapon.
> T6M_AVIF_ConeOfFire_Channel_*_* - This increase or decreases the Weapon-Bloom or rather Cone-Of-Fire multiplier. It is unlike the Shotgun-Spread that is just a direct increase or decrease regardless of context.
> T6M_AVIF_SneakDamage_Channel_*_* - This increase or decreases the Sneak-Attack Damage multiplier.
> T6M_AVIF_LimbDamage_Channel_*_* - This increase or decreases the Limb-Damage multiplier.
> T6M_AVIF_CriticalDamage_Channel_*_* - This increase or decreases the Critical Hit Damage multiplier.
> T6M_AVIF_CriticalChance_Add/Sub - This increase or decreases the Critical Chance Multiplier directly.
> T6M_AVIF_CriticalChance_Channel_*_* - This increase or decreases the Critical Chance Multiplier. Note that anything multiplied by zero is still zero.
> T6M_AVIF_VATs_Cost_Channel_*_* - This increase or decreases the VATs AP-Cost multiplier.
> T6M_AVIF_VATs_Hit_Channel_*_* - This increases or decreases the VATs Hit-Chance.
General Keywords - These are added directly, either to the weapon or at the OMOD as properties, and is designed either to add or disable effects.
> T6M_WO-System_Main_Enable/Disable - This is necessary to apply most effects.
> T6M_WO-System_BaseDamage_Enable/Disable - This enables or disables the Multiplicative Damage for the Receivers. Note that the weapon must have zeroed damage.
> T6M_WO-System_StatDamage_* - This picks which SPECIAL stats the weapon uses to reduce or boost the damage of the weapon. Note that multiple stats can be picked, but that also means that it can both go lower and higher.
Damage and Range Multiplier Keywords - Unlike the AVIF, these must immediately reflect to the Damage Card and thus they are Keywords.
> T6M_Mult_DMG_CH-*_*_*Value*
> T6M_Mult_RNG_CH-*_*_*Value*
Core-Cap System Keywords - Just as WOR, my system plays around Fusion-Core efficiency where different attachments can have different shots from the Fusion-Core. These are keywords to be applied. Note that I cannot just use AVIF on this one, because the weapon ends up needing a reload on equip as a result.
> T6M_WO-System_CoreCap_Disable - This disables the effect, if deemed necessary.
Shotgun Spread System - This is a specific set of tool designed to configure the spread of the shotgun.
> T6M_AVIF_ShotgunSpread_Channel_*_* - Works differently than the COF modifier, it shrinks when Spread but grows when Single-Shot, used to differentiate between spread-shot and singular slugs. These are Actor-Values, and must be added to the OMOD properties. Has two modes, positive and negative, as it cannot have negative values. And has three different channels, if it has to be additive of multiplicative.
> T6M_WO-System_Spread_SingleShot - This is the keyword that decides whether something is a slug or a spread, typically found on Slug ammo, though is also applied for rifle rounds. Note that the attachment must have -50% Min-Cone.
Jam System - Built before as a framework, reiterated and optimized here. It works differently that it instead rolls a random amount of shots before jamming, on equip and between reloads, as opposed of running a random value every shot:
ShotsToJam = (PityShots_POS - PityShots_NEG) + (RandomNum between 1 and (1 / Jam-Chance))
> T6M_AVIF_JamSystem_PityShots_* - This is the amount of shots guaranteed before the Jam occurs.
> T6M_AVIF_JamSystem_JamChance_* - This is the chance of jamming, as in a 10% Chance means the added Shots-Jam would be between 1 to 10, and if you have a PityShot net of 30, then the shots to jam range between 31 to 40. Note that the ShotsToJam is an integer, and thus amount can either be rounded up or rounded down.
Racial Damage - These will either reduce or increase the damage done to these class of targets. Note that there are some overlap, such as the Animals and Mirelurk having both Mirelurk Queen, likewise Synths and Mechanicals.
> T6M_AVIF_Damage_Channel_Racial_Animals_*
> T6M_AVIF_Damage_Channel_Racial_BoS_*
> T6M_AVIF_Damage_Channel_Racial_Fortified_*
> T6M_AVIF_Damage_Channel_Racial_Ghoul_*
> T6M_AVIF_Damage_Channel_Racial_Human_*
> T6M_AVIF_Damage_Channel_Racial_Mechanical_*
> T6M_AVIF_Damage_Channel_Racial_Mirelurk_*
> T6M_AVIF_Damage_Channel_Racial_Mutant_*
> T6M_AVIF_Damage_Channel_Racial_Organic_*
> T6M_AVIF_Damage_Channel_Racial_Raider_*
> T6M_AVIF_Damage_Channel_Racial_Synth_*
> T6M_AVIF_Damage_Channel_Racial_Vermin_*
0 comments