I finally figured out how to mod the meshes of a weapon. The truly customizable weapons do not work the same as they did in FO3. If you go to the Weapon record -> Art & Sound tab, you will find a NullReceiver for the weapon's mesh. This is an invisible dummy that the game uses, which is replaced by the real meshes, depending on how you configure the weapon.
The real meshes are found by clicking on the Object Template button in the top middle of the Weapon record. That brings you to a new screen, where you will see multiple versions of the weapon, starting with a Default, and under that a Standard. There can be a Random version, often a Sniper version, a Semi-Auto version, an Automatic version, etc...
In the Object Modifiers field of this window are the actual pieces that make the weapon. These components are Object Mod records (you will find them right above Weapons in the Object Window. Each has a specific mesh, and a big field of Property Modifiers. These modifiers are all the game bonuses or penalties to things like damage, fire rate, zoom, recoil, etc...
Every gun is typically made up of a half a dozen OMODs -> A Barrel, a Receiver, a Grip, a Magazine, a Sight/Scope, and optionally a Muzzle. Typically there is a Null_Muzzle added to accommodate a weapon that lacks a muzzle brake or silencer (which is most of them). Each is one piece of the gun. The game takes the individual meshes for each piece and puts it all together to make the gun you see in the game.
Most guns have half a dozen individual OMODs to choose from for each type. For example under Barrels there is typically a Short Barrel, a Long Barrel, a Ported Barrel, etc... Magazines often have a Standard type, a Quick Change Mag, an Extended Mag, and a Quick Extended Mag. Every gun has an Iron Sight, an Eotech, and often scopes of various strengths.
To make things more confusing each OMOD record has a MiscItem record associated with it. Usually they start with the prefix miscmod_(name). There really is not much to them. They just have a game ID, a name you see in the game, and the ObjectTypeLooseMod keyword associated with it. Plus there is a transform image, that you see in the game when you are at the workbench and choose to build that mod for a gun. That is always the same for every miscmod though, just a little box.
Every weapon also has a specific keyword with Mod Association selected under Type. They typically start with the prefix ma_(weapon name). This keyword is entered in the Weapon record's Keywords field. You will also find it in every Object Mod, in the Target Object Mod Association Keyword field. That is how the game keeps track of which OMODs are for each gun.
This post has been edited by SubRosa: Feb 19 2017, 08:44 PM
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