Category:Functions (Weapon Smith)
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Contents
How To
Weapon Smith uses a multi-layered folder structure. You'll be using your windows file browser much like you would the geck in this case. Every folder signifies a type, and sub folders overwrite information in the higher folders.
To register your weapon at the weapons bench, you'll need to add their EditorIDs to "NVSE\plugins\NVWO_Templates\WeaponAttachments" Example:
"WeaponAttachments\WeapNV9mmPistol" "WeaponAttachments\Weap10mmPistol" etc
Before we continue with our weapons, we're going to need some attachments. To define attachments, you can make a global config file. Globals go inside "NVSE\plugins\NVWO_Templates\WeaponAttachments" Folders are read as weapons, and any ini file is read as a global config here.
Inside "WeaponAttachments\MyGlobalAttachments.ini" we're going to define a new attachment with $EditorID:, and anything below our editorID will be considered a trait of that attachment. Example:
;Inside "WeaponAttachments\MyGlobalAttachments.ini" $EditorID: MyAttachment $Name: Silencer $Attachment: MyWeapons\Attachments\10mmSilencer.nif
Below is all the syntax:
Main Traits
Menu Traits
Effect Traits
Event Handlers
Nif Traits
Misc Functions
Animation Functions
Animation functions go inside a specific file called Animations.ini. You put this ini inside your weapon ID folder, just above your slots. "NVSE\plugins\NVWO_Templates\WeaponAttachments\YourWeaponEditorID". It's worth noting that Animation Functions use syntax closer to the style of obs. All future function types can be expected to be done in this style.
Pages in category "Functions (Weapon Smith)"
The following 19 pages are in this category, out of 19 total.