Q- I want an ini for a perk that isn't there alreadyĪ- ask me nicely to implement it. ma_HuntingRifle) to one or more of the inis. Jump in my discord and I can help.Ī- Add the material keyword (e.g. Then delete the cobj group from the plugin (or just generate a new plugin by not loading the old one), and run the script.Ī - You can change the base requirement for a weapon by moving the keywords in the ini files, anything more than that will probably require altering teh script. "ma_HuntingRifle") in one or more of the ini files that the script ships with. The script assigns perk requirements based on 1) the OMOD attachment point (which is used for scopes, grips, and a few other bits), and 2) the material keyword for the target weapon, which is configured by placing the keyword (e.g. I assume that most users with more complex load orders will actually want to run the script for themselves, so it is included as well in the optional downloads. ![]() This script is responsible for altering the crafting recipes of every weapon this mod touches. The main download for this mod is actually the result of an xedit script I wrote, run on just the vanilla game with True Perks and UFO4P. Grips require gunslinger, stocks require rifleman, barrels typically require whatever perks the weapon scales with. Recievers are still crafted with Gun Nut, but Scopes now require awareness or sniper instead. ![]() This mod diversifies crafting requirements for weapons. In the main True Perks module, I moved it higher into the Intelligence tree, which improves things a bit, but also locks a lot of builds completely out of weapon crafting. It is the single key that unlocks both customization and damage scaling for the vast majority of weapons, with science following closely behind. ![]() One of the problems I discovered with crafting in the vanilla game, is that Gun nut perk series is arguably the most powerful perk in the game.
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