Category:Functions (Weapon Smith)

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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

Weapon Smith

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.