Im trying to enable the mod on Xbox, its saying it cant be installed do to dependency's on files that arent present, although i have ECO and other ECO mods installed, anyhelp?
I Hope this is not Rude but how does this work i hae installed all the mods but i do not see how to get this working..............do we do anything do we use a holotape to active it??
Can we please get a video of this working or being installed??
Interesting! Gonna play around with this a bit. Is there a chance weapons might spawn already pre-configured to a number of bursts, kind of like the chances for weapon attachments and legendary effects? And, if so, will NPCs be able to make use of the burst fire capability?
You'd have to edit the Object Templates within the weapons' base forms (WEAP form type) of the weapons in question in many cases. Then you'd have to edit existing or create new Mod Collection forms that contain the various firing modes specific to each of those weapons to make the new burst fire Object Mods (OMOD form type) appear (semi-)randomised. For a total rookie that could mean a couple of hours of research, the actual implementation incl. trial and error, and debugging. For somebody experienced with those kind of things it would be a matter of a couple of minutes.
But the much bigger problem would be that those changes would conflict with any other mod that modifies those weapons by overriding their weapon base and mod collection forms as well. And then you'd have to create compatibility patches for a bunch of other mods. That's why I prefer to apply those mechanics dynamically (e.g. via this very mod) and prevent any conflict potential that way, even if that means that NPCs can't spawn with it enabled naturally.
I have to say I very much appreciate your approach here. It means I can just patch for ECO and not have to worry about other mods so long as they can have the attach point added. For example, with my single patch the Stealth Generators from Unoctium's Chinese Stealth armour can now be added dynamically to any (Chest) armour piece using the second misc slot. And now burst fire. Thank you!
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I Hope this is not Rude but how does this work i hae installed all the mods but i do not see how to get this working..............do we do anything do we use a holotape to active it??
Can we please get a video of this working or being installed??
For a total rookie that could mean a couple of hours of research, the actual implementation incl. trial and error, and debugging. For somebody experienced with those kind of things it would be a matter of a couple of minutes.
But the much bigger problem would be that those changes would conflict with any other mod that modifies those weapons by overriding their weapon base and mod collection forms as well. And then you'd have to create compatibility patches for a bunch of other mods. That's why I prefer to apply those mechanics dynamically (e.g. via this very mod) and prevent any conflict potential that way, even if that means that NPCs can't spawn with it enabled naturally.
For example, with my single patch the Stealth Generators from Unoctium's Chinese Stealth armour can now be added dynamically to any (Chest) armour piece using the second misc slot.
And now burst fire.
Thank you!
EDIT: Got a question I would like to add. Is it possible to use standard burst rather than interrupted?