I have been working on the property modifiers of Object Mods (the bonuses or penalties that come with gun mods like Long Barrel, Short Barrel, Full Stock, Marksman's Stock, etc..).
Here is what I gather from looking at the Property Modifiers and comparing them to the Description Text in the OMOD record.
fAimModelConeIronSightsMultiplier = This seems to control accuracy when using iron sights mode. I think it is the size of the cone over which bullets can spread out within. Negative values decrease the cone and thus the spread, and positive numbers increase it.
fAimModelMaxConeDegrees & fAimModelMinConeDegrees = These two seem to do the same, but for open sights mode. Again, negative values mean less spread and greater accuracy, positive numbers greater spread.
fAimModeRecoilMaxDegPerShot & fAimModeRecoilMaxDegPerShot = These two affect the recoil of gunshots and thusly accuracy. Again, negative numbers are good, and positive numbers worse.
fMaxRange & fMinRange = These modify the range of the weapon. Positive numbers mean longer range, negative means reduced range.
fweight = seems to increase the weight of the mod. Positive numbers being heavier.
ivalue = seems to modify the caps value of the mod.
fcriticaldamagemult = modifies the critical damage of the weapon. A rank 1 Better Criticals has a value of 1.000, and a rank 2 has a value of 2.000
fcriticalchargebonus = Not exactly sure what this does. I think it is the charging of your critical meter in VATS, and that a positive number is better.
iattackdamage = this increases the damage the gun does. I think a 0.5 is +50% more damage, 0.25 is +25% more, etc... A MoreDamage1 is typically 0.2500, and MoreDamage2 is 0.500, and MoreDamage3 is 0.7500.
fsecondarydamage = a positive value adds some kind of extra damage. It might be only for gun-bashing, but I am not sure. A Large Bayonet has a value of 1.000, and a Small Bayonet a value of 0.5.
peEnchantments = with an ADD of enchModArmorPenetration, this makes the gun armor-piercing.
vaActorValues = again with an ADD of ArmorPenetration & 40.0000. This clearly has something to do with armor-piercing.
iammocapacity = is used on magazines. A little bit goes a long way. Typically a Large Mag has a value of 1.000, and an Extra Large (Drum) a value of 3.000. A Standard Mag does not have this, as it uses whatever the base ammo is listed in the Weapon record itself.
This post has been edited by SubRosa: Mar 6 2017, 03:54 AM
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