Bit of a question are these like crafted onto a weapon or can I make this so you cannot craft these and must be found like Legendary effects or I guess a better example would be weapon quality randomizer. These would be more interesting then just adding damage.
Ah shame only because I'm trying to make Fallout 4 go all in on the Borderlands bits because I got tired of getting the only weapons I need by level twenty (If I am unlucky.).
I get what you mean. I really like having weapons drop with totally wild combinations like BL. I might make a mod someday like that, this one is to just add a bit of personalization unrelated to the RNG.
No good. "Error: could not be resolved" when trying to insert the new keyword in Xedit. Copied said keyword/hash from the Example. Unless I'm doing something wrong, which is entirely possible. Fo4Edit's lists are sufficently different from Skyrim's that I'm essentially figuring it all out from scratch. Vanilla guns work as advertised. Ah well, it was worth a try.
Load my mod and the mod containing the gun you want patched
Go into the mod containing the weapon, find the weapon, right click and copy as override
Create a new plugin and name it whatever you want. You should do .esp and if you don't want it to take up space in your load order pick the option that has the flag for ESL on the right side (still keeping it as an .esp)
On the name of the new plugin right click add master and pick my mod
In the weapon record you copied over look for keywords, and there should be a big keywords secrion with an attach points list underneath
Right click the blank space next to the keywords header and add a new one, where it says null put in ma_odoGunTrait
Do the same with the attach points list but use ap_odoGunTrait
Hey, I'm currently doing a playthrough watching my GF play FO4, and this mod was literally what we needed, so I wanted to thank you in the best way I know how:
Use it, don't, but, if you like it, I don't mind making more for you for your other mods if you'd like, or if you'd like me to edit this one, just message me. Seriously, thank you for the mod.
Sounds like a nice idea, going to try this out. I always disliked the fact that pipe weapons or laser rifles couldn't be used at higher levels, maybe with the right trait added for higher level chars, they could. Instead of messing with the barrel or receiver.
EDIT: Works like a trait !....euhhh treat ! I did change the having to use caps into using materials to craft and gave it high conditions. Now i can use it to upgrade pipe weapons and laser rifles once i hit higher levels, very nice, thanks for the idea !
23 comments
Go into the mod containing the weapon, find the weapon, right click and copy as override
Create a new plugin and name it whatever you want. You should do .esp and if you don't want it to take up space in your load order pick the option that has the flag for ESL on the right side (still keeping it as an .esp)
On the name of the new plugin right click add master and pick my mod
In the weapon record you copied over look for keywords, and there should be a big keywords secrion with an attach points list underneath
Right click the blank space next to the keywords header and add a new one, where it says null put in ma_odoGunTrait
Do the same with the attach points list but use ap_odoGunTrait
I made a title card for your mod!
Use it, don't, but, if you like it, I don't mind making more for you for your other mods if you'd like, or if you'd like me to edit this one, just message me.
Seriously, thank you for the mod.
I always disliked the fact that pipe weapons or laser rifles couldn't be used at higher levels, maybe with the right trait added for higher level chars, they could. Instead of messing with the barrel or receiver.
EDIT: Works like a trait !....euhhh treat !
I did change the having to use caps into using materials to craft and gave it high conditions.
Now i can use it to upgrade pipe weapons and laser rifles once i hit higher levels, very nice, thanks for the idea !