Oh, lol, nevermind than. I had just got done watching a video of him showing this off with console commmands and saying he was making a mod to unlock them today.
- Paintballs seem to use the decal system. Thus, they are incapable of overwriting each other (you cannot get a new one to show up on top of one that is already present). Additionally, whatever your maximum decal limit is set to will dictate how many paint splatters can show up at any one time before they start to get overwritten.
- Contrary to what the name may imply, the "Glow" version of the paintballs does not actually glow in the dark, as it does not posses a glow map (Bethesda probably didn't get around to making one before it was cut).
You could try setting your decal limit higher in the ini files.
Been using this mod recently and was wondering if you could add a version that fires the rounds as fast as normal bullets. Or if it's an easy edit could you tell me (I've been trying myself but I can find anything that changes bullet speed).
Basically I want to use the paintball guns as my main weapons.
Which rounds, the paintballs? Just add a rapid fire object modification to them. They use the same OMOD lists as the pipe guns iirc.
If the gun doesn't show up at the workbench (and I'm pretty sure it does), then you can just keep spawning them with the console/creating them until it comes with the configuration you wanted.
They have a damage value of like, 2 or something, so they will cause agro. A damage value of zero is not actually allowed as far as I know, or maybe it's that even with zero damage it still causes agro.
In past games we've written complicated scripts to make no-damage projectiles.
However, there's an unused legendary modifier included with the vanilla game called "medic" that causes a gun to heal instead of do damage, and this will nullify the agro if you attach it to one of the Paintball Guns. You can add it to the guns with console commands only though - "medic" is cut content and cannot be found on any gun in the game. :/
There's a flag in the weapon section that can shut off agro. Just check the Non-Hostile flag. You can also try to zero out the damage or make it a negative value to see if that will add health.
I did not know they added a non-hostile flag, that is new. In previous games you had to use complex scripted effects to get a non-hostile projectile to work right.
I still dunno if zero damage is allowed. Also I did not actually edit the damage values on the guns, so 2 damage is what Bethesda put on them (and as an extension what the workshop turret does).
I finally got around to looking into this, but I really cannot figure it out. Bethesda actually DID make glow maps for the splatter decals, and they appear to be set up correctly...
I even tried putting the textures into a .BGSM material file and tweaking the glow map settings in it, and comparing it to what was done with the plasma effects (which DO glow), and I see no differences.
Might be cool if you could mod the 'paintball' gun to become a 'graffiti gun' like in the film 'Demolition Man' (well, in the film it was more of a smart spray auto-gun). Player could then 'tag' places as a "I've been here' concept.
Even I did do that (and I didn't make the paintball gun to begin with - Bethesda did), it wouldn't stay there after you left the area, it would be cleaned up like all decals are. :/
What's even MORE "funny" is that the mortar cannon itself was cut content from vanilla Fallout 4 - they almost uncut it for Contraptions Workshop, then instead cut it a second time lol... =.=
Bit of a thought for a change if you can work it out, but making it load like the Syringer or Junk Jet so all the ammo types can be used without needing separate guns would be nice.
I thought about this, then I wondered to myself why Bethesda wouldn't have done that, then I looked into it a bit further and started to see some of the limitations and difficulties it would cause. Not sure I could ever get it working 100% like it is right now under that system.
...But I find the Syringer annoying anyways since there's no damn way to tell it which ammo to use - it will always use whichever ammo is loaded and comes first alphabetically lmao. n.nU
Well this is the kind of mod there is actually zero danger of removing it causing any issues lol. In fact, since the "vanilla" DLC only has the ammo marked as "unplayable", you can technically still use the guns after uninstalling it lol.
All you would lose would be the crafting recipes, and also there's no way to tell how much ammo you have left. :P
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Let me know if there are any issues - it seemed to be fine when I was testing it.
https://youtu.be/I6Sc5ot5lBw?t=2m32s
- Paintballs seem to use the decal system. Thus, they are incapable of overwriting each other (you cannot get a new one to show up on top of one that is already present). Additionally, whatever your maximum decal limit is set to will dictate how many paint splatters can show up at any one time before they start to get overwritten.
- Contrary to what the name may imply, the "Glow" version of the paintballs does not actually glow in the dark, as it does not posses a glow map (Bethesda probably didn't get around to making one before it was cut).
You could try setting your decal limit higher in the ini files.
Basically I want to use the paintball guns as my main weapons.
Thanks again for your work!
If the gun doesn't show up at the workbench (and I'm pretty sure it does), then you can just keep spawning them with the console/creating them until it comes with the configuration you wanted.
In past games we've written complicated scripts to make no-damage projectiles.
However, there's an unused legendary modifier included with the vanilla game called "medic" that causes a gun to heal instead of do damage, and this will nullify the agro if you attach it to one of the Paintball Guns. You can add it to the guns with console commands only though - "medic" is cut content and cannot be found on any gun in the game. :/
I still dunno if zero damage is allowed. Also I did not actually edit the damage values on the guns, so 2 damage is what Bethesda put on them (and as an extension what the workshop turret does).
I even tried putting the textures into a .BGSM material file and tweaking the glow map settings in it, and comparing it to what was done with the plasma effects (which DO glow), and I see no differences.
I give up, sorry... =.=
https://www.youtube.com/watch?v=Hau2ILL7_t8
(Also I apparently failed to notice that my own video showcase link was broken lol...)
Fun fact: Splatoon is actually a post apocalypse game.
...But I find the Syringer annoying anyways since there's no damn way to tell it which ammo to use - it will always use whichever ammo is loaded and comes first alphabetically lmao. n.nU
All you would lose would be the crafting recipes, and also there's no way to tell how much ammo you have left. :P