I hope you can update this mod allow modication any weapons by default (like ECO's). because so much Modders are lazy to zeroing they scopes (and STS's!), there're too many scope and guns i wont use Fo4edit every time installing mods but i more like turning my firearms in realtime game w/ yours. there are more fun with ballistic physics mod without any boring text edit/find and no more scripted hotkey eater!
You see so frequently that mods don't have sights aligned properly. This is a fantastic way to fix up those older mods yourself, and hopefully new mods that come along will have a much easier time aligning sights this way too. Absolute top tier, deserves more attention for sure.
Thanks, i appreciate it. While the tool has so far not got all that much attention on Nexus, i'm very happy with the reception, both here and on Discord. And word about it will go around in modding Discords, between modders who find it useful, etc. I'm sure the tool will reach the people who need it the most. :)
Yeah hope it reaches those that really get something out of it. Not surprised it's not super popular, cuz the demand for it by the average guy that slaps on some big booby mods is probably fairly low haha. Again thanks.
This is a neat concept. Have you looked at Dankrafft's Crafting Framework mod? He adds all sorts of attach points via the legendary slot (which nearly all weapons have). I bet if you made a new legendary OMOD that when crafted, adds your sight adjustment attach points, users wouldn't need to use FO4Edit or the CK to use your mod.
Oh that is actually genious. Though i'm not sure how necessary that would be. This is more of a tool for modders than a mod in itself, so naturally they already know how to handle attach points, keywords and adding/removing masters. I guess it would be more convenient that way though. But they would still need to add the mod association keyword. Maybe. I might remember wrong but if there's no mod association keyword on the Omods, then they'll appear on everything that has the attach point. I might mess with that tomorrow and see how it would work/look. Thanks for the tip! :)
"I might remember wrong but if there's no mod association keyword on the Omods, then they'll appear on everything that has the attach point." Good to know! Also would you mind telling what does your nickname stand for?
Some of us don't. We are just getting started. I can barely use FO4Edit. Haven't learned how to add properties and keywords yet. Just know how to change a few values here and there.
I did try to make the instructions as clear as possible. The videos tab has a video of setting it up. Adding the master and the keywords, that's all there is to it. The whole process is explained. Also the cleaning masters part, which is an important part to learn for new modders. :) All it is, is removing every record that's from the master ESM, from the ESP you were editing, then hitting Clean masters. Sometimes Fo4edit doesn't clean the master on the first time, even if no records are being referenced from the master. In that case, just save, close, re-open, clean masters again.
There's a more reliable way to handle what's being suggested than fussing with the legendary slot.
You create three OMODs, which I'll just call ModDummyTemp, ModDummy1 and ModDummy2
ModDummyTemp's target AP is just "None", and provides ap_DummyMod1
ModDummy1's target AP is ap_DummyMod1, and provides ap_DummyMod2
ModDummy2's target AP is ap_DummyMod2, and provides ap_DummyMod1
Then in Papyrus, you do something like Weapon base = PlayerRef.GetEquippedWeapon(0) PlayerRef.AttachModToInventoryItem(base, ModDummyTemp) PlayerRef.AttachModToInventoryItem(base, ModDummy1) PlayerRef.AttachModToInventoryItem(base, ModDummy2) PlayerRef.RemoveModFromInventoryItem(base, ModDummyTemp) You can trigger that from a holotape, or an aid item, or watch the player item equip event, or watch the player for the "weaponDraw" animation event, etc. Also, there are far more robust ways to do this than AttachModToInventoryItem, but the code for that is much longer, and I'm trying to keep this short.
Anyway, all weapons always have "None" slot that you can force-attach an OMOD to, some engine quirk I guess. For compatibility reasons, you can't stay on the None slot, though, because there are other mods out in the wild that use it too. To solve that problem, you only use the None slot temporarily, and then attach two mods with a "dependency loop", which will prevent the engine from removing either of those mods once you remove the None mod. Once you've got your "platform" set up, which are the mods ModDummy1 and ModDummy2, you can put whatever attach points you want on those. For this tool/mod, you'd obviously want to put ma_SightAlignment on one of them, as well as all of your attach points.
If you're interested, I can help you set something like this up if you need it. You can also look at my mod here where I use this system for an example implementation. It doesn't matter much to me either way, I just got baited by Cunningham's Law and couldn't help myself, heh.
I appreciate the tip and the offer, but i decided to keep this as is, for a few reasons.
My way of thinking is if adding masters and keywords to a weapon mod and cleaning masters afterwards is too much to handle for someone new to modding, then they should get comfortable with basic modding first, then come back when they feel comfortable with these basic tasks. I don't want to make this more convenient for users that don't necessarily know what they're doing, i want the user to know what they're doing before they start using this. It's honestly not too much of a hassle.
Secondly, both the legendary ap and the scripting solution would add all of the ap's to the gun, right. There's quite a few ap's in this and if all the ap's are on the gun, the menu gets a little cluttered. The way i use it, i only add the ap's i think i need. It's simple and barebones, but it does the job.
Yeah, just wanted offer the option. It's just that there's a valid use case to be made for non-modders (i.e. someone who's downloaded an unsupported weapon mod with poor sight alignment, and doesn't want to fuss around with xEdit), and I know one other author who tried to build a vaguely similar thing around the legendary AP, which turned out to be a nightmare.
With a bit of clever scripting, you could even set up manual adjustment hotkeys that tweak the gun's sight alignment/zoom while aiming, without needing a workbench at all, with another hotkey to print out your current modifier to a message box or something. Which, I suppose, would take it from being strictly a modder's tool to a general utility mod instead, just by increasing accessibility. You could even release it for XB1 players, who don't have a lot of options for this sort of thing.
Now that I think about it, I wouldn't even mind just making that for you, since it would only take a couple hours or so if I reuse code from some of my other mods. No strings attached, I don't even care if I'm credited.
But, hey, it doesn't matter much to me. The tool's already saved me a few super tedious hours of trying to fix up some old, mostly unsupported mods.
I honestly appreciate the offer, and understand the argument for non-modders. But i feel like this wouldn't work well as a general utility, the user would still need to use Fo4edit to set the Z and X axis modifiers in the ESP on the sight they were aligning, even if they wouldn't need to add the masters and keywords. That also means it would be basically useless to Xbox players. And i would never release anything on console anyway, since i don't own one to test it on. I want to encourage people to get into modding, and by making this more convenient for non-modders, i would be doing the opposite.
I don't want to seem hostile to non-modders, trust me, i'm not. I just think that making certain things more convenient for non-modders (mod users) is bad for modding in general, in the long run. The more convenient things get, the less people need to learn about modding and taking responsibility of their own game.
There is one part of what you said that i'm interested in though, the manual adjustment hotkeys and not needing a workbench. That would be very useful and would save even more time. Are you on Discord?
Sure, EyeDeck#5413 if you need me. The scripting is a little involved, but doable, since I've already written two mods that do this sort of thing and there's a lot of reusable code in there.
44 comments
https://www.nexusmods.com/fallout4/mods/46029
because so much Modders are lazy to zeroing they scopes (and STS's!),
there're too many scope and guns i wont use Fo4edit every time installing mods but i more like turning my firearms in realtime game w/ yours.
there are more fun with ballistic physics mod without any boring text edit/find and no more scripted hotkey eater!
While the tool has so far not got all that much attention on Nexus, i'm very happy with the reception, both here and on Discord. And word about it will go around in modding Discords, between modders who find it useful, etc.
I'm sure the tool will reach the people who need it the most. :)
Maybe. I might remember wrong but if there's no mod association keyword on the Omods, then they'll appear on everything that has the attach point.
I might mess with that tomorrow and see how it would work/look.
Thanks for the tip! :)
Jk. I dont go by what it actually stands for anymore, not in a long time. Just have been too lazy to change it
All it is, is removing every record that's from the master ESM, from the ESP you were editing, then hitting Clean masters.
Sometimes Fo4edit doesn't clean the master on the first time, even if no records are being referenced from the master.
In that case, just save, close, re-open, clean masters again.
You create three OMODs, which I'll just call ModDummyTemp, ModDummy1 and ModDummy2
- ModDummyTemp's target AP is just "None", and provides ap_DummyMod1
- ModDummy1's target AP is ap_DummyMod1, and provides ap_DummyMod2
- ModDummy2's target AP is ap_DummyMod2, and provides ap_DummyMod1
Then in Papyrus, you do something likeWeapon base = PlayerRef.GetEquippedWeapon(0)
PlayerRef.AttachModToInventoryItem(base, ModDummyTemp)
PlayerRef.AttachModToInventoryItem(base, ModDummy1)
PlayerRef.AttachModToInventoryItem(base, ModDummy2)
PlayerRef.RemoveModFromInventoryItem(base, ModDummyTemp)
You can trigger that from a holotape, or an aid item, or watch the player item equip event, or watch the player for the "weaponDraw" animation event, etc. Also, there are far more robust ways to do this than AttachModToInventoryItem, but the code for that is much longer, and I'm trying to keep this short.
Anyway, all weapons always have "None" slot that you can force-attach an OMOD to, some engine quirk I guess. For compatibility reasons, you can't stay on the None slot, though, because there are other mods out in the wild that use it too.
To solve that problem, you only use the None slot temporarily, and then attach two mods with a "dependency loop", which will prevent the engine from removing either of those mods once you remove the None mod.
Once you've got your "platform" set up, which are the mods ModDummy1 and ModDummy2, you can put whatever attach points you want on those. For this tool/mod, you'd obviously want to put ma_SightAlignment on one of them, as well as all of your attach points.
If you're interested, I can help you set something like this up if you need it. You can also look at my mod here where I use this system for an example implementation. It doesn't matter much to me either way, I just got baited by Cunningham's Law and couldn't help myself, heh.
My way of thinking is if adding masters and keywords to a weapon mod and cleaning masters afterwards is too much to handle for someone new to modding, then they should get comfortable with basic modding first, then come back when they feel comfortable with these basic tasks.
I don't want to make this more convenient for users that don't necessarily know what they're doing, i want the user to know what they're doing before they start using this.
It's honestly not too much of a hassle.
Secondly, both the legendary ap and the scripting solution would add all of the ap's to the gun, right.
There's quite a few ap's in this and if all the ap's are on the gun, the menu gets a little cluttered. The way i use it, i only add the ap's i think i need.
It's simple and barebones, but it does the job.
With a bit of clever scripting, you could even set up manual adjustment hotkeys that tweak the gun's sight alignment/zoom while aiming, without needing a workbench at all, with another hotkey to print out your current modifier to a message box or something. Which, I suppose, would take it from being strictly a modder's tool to a general utility mod instead, just by increasing accessibility. You could even release it for XB1 players, who don't have a lot of options for this sort of thing.
Now that I think about it, I wouldn't even mind just making that for you, since it would only take a couple hours or so if I reuse code from some of my other mods. No strings attached, I don't even care if I'm credited.
But, hey, it doesn't matter much to me. The tool's already saved me a few super tedious hours of trying to fix up some old, mostly unsupported mods.
That also means it would be basically useless to Xbox players. And i would never release anything on console anyway, since i don't own one to test it on.
I want to encourage people to get into modding, and by making this more convenient for non-modders, i would be doing the opposite.
I don't want to seem hostile to non-modders, trust me, i'm not. I just think that making certain things more convenient for non-modders (mod users) is bad for modding in general, in the long run. The more convenient things get, the less people need to learn about modding and taking responsibility of their own game.
There is one part of what you said that i'm interested in though, the manual adjustment hotkeys and not needing a workbench. That would be very useful and would save even more time.
Are you on Discord?
The scripting is a little involved, but doable, since I've already written two mods that do this sort of thing and there's a lot of reusable code in there.
Thanks bud!
PS. Start using it damnit.
You just transformed a 1 hour pain in the @ss into a 5 minutes walk in the park.
You have my thanks, my vote and my endorsement.