It's pretty easy if you use one that's already made, as long as you know FO4Edit (as you seem to). The Cross BAL is the simplest one, so I'm using that as an example:
Spoiler:
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When you open the patch in FO4Edit, you should see 5 form lists, 3 messages, and 1 quest.
Edit the first form list (QM_L_G_BAL). Change the first FormID to the Mod Association keyword from the weapon. The easiest way to find it is to check the Keywords of the weapon (most authors put "ma" in the editor ID). Don't change anything else (except make sure to change the EditorIDs/Descriptions/Names of everything as you edit them.)
That first form list tells the script what to inject where. The quest is what fires off the script, so edit that next (BAL_InjectQM). If you are adding a gun, the only thing you need to change is the last property (this is what shows up to let you know that the mod was installed). If you are adding a melee weapon, I think you also need to modify "FormsGun" to "FormsMelee" in the second to last property, but I would need to double check as I haven't tried a melee weapon.
As you see, we don't need to change much as pretty much everything is pointing at the right FormIDs already; we just change the weapon specific stuff.
From here it's more straightforward, and I think you might already know, but for posterity: the second (QM_L_G_Weap_BAL_FLST) and third (QM_L_G_Weap_BAL_MESG) form lists say which mod menus there are. How QM works in general is that the Message says what the buttons are and the corresponding form list says what to bring up when the button is pressed. These two form lists say which Message is related to which form list. The first Message (QM_M_G_Weap_BAL) is what the player sees when the weapon-specific QM option is selected. The order MUST match between these 3. Currently there are two in each (Sights and Muzzles), but you can add or take away mod categories.
The remaining form lists/messages are the specific menus that you add the options to
Hopefully the rest is fairly self-explanatory, but things to remember: The order between Messages and Form Lists must match Don't touch any Button Text with brackets Adding a condition to the Button Text prevents the option from appearing without the condition (e.g. having the weapon mod in your inventory, otherwise you can always use the mod).
I tried to keep it as brief as possible, but if anyone wants further clarification, say something.
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When you open the patch in FO4Edit, you should see 5 form lists, 3 messages, and 1 quest.
Edit the first form list (QM_L_G_BAL). Change the first FormID to the Mod Association keyword from the weapon. The easiest way to find it is to check the Keywords of the weapon (most authors put "ma" in the editor ID). Don't change anything else (except make sure to change the EditorIDs/Descriptions/Names of everything as you edit them.)
That first form list tells the script what to inject where. The quest is what fires off the script, so edit that next (BAL_InjectQM). If you are adding a gun, the only thing you need to change is the last property (this is what shows up to let you know that the mod was installed). If you are adding a melee weapon, I think you also need to modify "FormsGun" to "FormsMelee" in the second to last property, but I would need to double check as I haven't tried a melee weapon.
As you see, we don't need to change much as pretty much everything is pointing at the right FormIDs already; we just change the weapon specific stuff.
From here it's more straightforward, and I think you might already know, but for posterity: the second (QM_L_G_Weap_BAL_FLST) and third (QM_L_G_Weap_BAL_MESG) form lists say which mod menus there are. How QM works in general is that the Message says what the buttons are and the corresponding form list says what to bring up when the button is pressed. These two form lists say which Message is related to which form list. The first Message (QM_M_G_Weap_BAL) is what the player sees when the weapon-specific QM option is selected. The order MUST match between these 3. Currently there are two in each (Sights and Muzzles), but you can add or take away mod categories.
The remaining form lists/messages are the specific menus that you add the options to
Hopefully the rest is fairly self-explanatory, but things to remember:
The order between Messages and Form Lists must match
Don't touch any Button Text with brackets
Adding a condition to the Button Text prevents the option from appearing without the condition (e.g. having the weapon mod in your inventory, otherwise you can always use the mod).
I tried to keep it as brief as possible, but if anyone wants further clarification, say something.
Edit: Never mind I´ve seen that you need the esp.