The Weapons Overhaul Redux is a comprehensive overhauling of VANILLA weapons within game, along with certain bug-fixing, built upon a better framework than the previous.

Post tutorial Report RSS DOCUMENTATION - Custom Ammos Tutorial (Add Ammo-Set)

So you wanna add your own set of ammo? Here you go!

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PREFACE:

> My system is arguably JANK. This may not be the best solution, but this is just how I set it up.
> This uses the "Extra" ESP as example and reference
> This is done in FO4-Edit, and requires a bit of savvy in the first place to understand and implement. You shouldn't be here if you don't know how to navigate the program at all.

Step 1 - Make new Ammo
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Step 2 - Make Ammo Menu
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> The first option must be "NONE" or "Cancel".
> Note that you can put your ammo in any order, but it must be the same order with the Spell List and vise-versa
> Make sure that the option filters for the ammo within the inventory, so that it only shows up when you actually have it.


Step 3 - Make your Leveled Lists
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> Note that "LOOT" LLs should use the Globals, so it can be controlled and even disabled. "WEAP" LLs go to the weapon and ALWAYS Spawns.


Step 4 - Inject your Leveled Lists via Quest
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> Note that I use the Far-Harbor Quest for Leveled-List Injector. You can use just as well. I've only been using the Injector lately.


Step 5 - Make your New Keywords
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> MA_ is for Mod-Association, that filters available mods
> AP_ is attachment point, this is where the mods attach to
> DN_ is for Dynamic Naming, the INNR must be set-up
> Recipe is used as filter within the Workbench


Step 6 - Make your Perk
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> This perk does nothing, unless you want it to. But it' just used as filter.


Step 7 - Make your Perk-Injecting MGEF
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> This injects the Perk onto the player when equipped
Step 8 - Make your Perk-Injector ENCH

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> This puts the injecting MGEF into the attachment
Step 9 - Create the Brute-Force Ammo-Injector
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> This is the last line of defense against not having ammo when the weapon is spawned in NPC.
Step 10 - Create the Ammo Name for the Widget (Optional)
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> This is optional, and only when the Ammo-Naming Widget is used.
> Note to use the format "[ <Ammo> - <Type> ]" as shown, for consistency. Though can be different.


Step 11 - Make the Core Ench
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> This is a different instance than the previous, as this goes to the ammo-mod than the reciever mod.
> This injects the Brute-Force Ammo-Injector, and also the ANW if opted.


Step 12 - Assemble the Mods
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> Your Ammo, your rules. Mind the AP_s, the MA_s, the Ammo used, the Leveled List for ammo uses the "WEAP" version, and the core ENCH.
> Must have higher priority than the receivers it attaches to. Beyond 100 if you have custom projectiles.
> I made a "Slug" that which based in my system, has -25% Min-Cone and +75% max-cone to make it dynamic, and has the necessary keywords for internal system. If you have your own shotgun, it has to conform with your system, unless you follow my system.


Step 13 - Make your Ammo-Switching MGEFs
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Step 14 - Make your Ammo-Switching Spells
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Step 15 - Make your Ammo-Switching Spell List
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> Note that your Spell-List must conform with the order of the Menu-Message.
Step 16 - Make your Ammo-Switch Directory MGEF (Not the same as above)
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Step 17 - Add the Ammo-Switch Directory MGEF to the Hotkey (the Ingestible/ALCH)
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Step 18 - Set up your custom Receiver and Attachments
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> Your attachment, your rules, but mind the necessary internal references: the Perk Injector, the Ammo and Ammo-List must reference the default ammo. Mind that this must have lowest priority.


Step 19 - Create your Legendary Mod List (Optional -- and below)
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> This is the specific set of OMODs that are attached to an instance of a weapon.


Step 20 - Make your Legendary Leveled List
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> This is so that your weapon will have custom name. Though you can opt for any base weapon if you want.


Step 21 - Make your Legendary Item Injector Quest
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> This injects the custom weapon into the world. Note that it can be "PlaceAtMe" that is only placed at the ground, or into an NPC or Container.

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