Fallout 4
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i_code_i

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icodei

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About this mod

Framework to add a few more features to the gunplay.

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This is a framework to add an empty and non empty reload system to Fallout 4. Currently it is only working in first person. The way it is set up the WPNReloadReserve animation is the partial reload for when the magazine still has bullets in it and the WPNReload is the empty reload for when all bullets have been shot from the weapon.

For mod authors making a weapon mod and want it to be compatible with this:
-Use the template plugin in the downloads to start you mod on or copy the records from the template into your existing esp/esm/esl.
-Make sure to package your mod with all the files with included. It is very important to include the behavior in the meshes folder or it will not work.
-Make sure to master the ExtendedWeaponSystem.esm to your mod and add the HasExtendedSystems Keyword to your weapon
-While making the animations for your weapon you will make everything as usual besides the reloads. There will be two files you need to make. A WPNReloadReserve.hkx will be the partial reload and the WPNReload.hkx will be the empty reload.
-As usual while making a weapon mod with custom animations you will need to generate the animtextdata using the Creation Kit. Usually this is for the third person animations, however for this framework it is a VERY important process that MUST be done to get your mod working with this framework. You will know if this process worked correctly or not depending on what happens in game when you reload with bullets left in your magazine. If your character goes into the default A pose instead of reloading then this process did not work and you must try regening the animtextdata. A main mistake people will do is if you have already generated some of the animtextdata before trying to implement this framework with your mod then it will not work. You must delete the existing animtextdata before.