This is a framework to expands on the vanilla weapon modding system. Weapons are no longer limited to only 3 mods. Attachments can be standalone nifs. No more creating 9 different models for every combination of weapon attachments.
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Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
-anonx1987 for essential testing, and feature ideas. https://www.nexusmods.com/newvegas/users/102664373 -Bale for the splash page render. https://www.nexusmods.com/newvegas/users/90554463 -Demorome for listening to me rant. https://www.nexusmods.com/newvegas/users/16196454 -Jazzisparis for making the attach model functions. https://www.nexusmods.com/newvegas/users/4716447
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Changelogs
Version v1.9
Several menu quality of life improvements:
-Menu style changes. No more red UI elements.
-Attachments you can't build will be greyed out.
-All attachments you can currently build will be push to the top.
-Dynamic DOF while at the bench.
Fixed Hotswap key being reverted to M when reloading.
Some improvements to how laser sights are rendered.
Version v1.8-Hotfix-2
Fixed weapons not appearing at the bench.
Changed camera system to use older xNVSE functions. For whatever reason CallWhile doesn't work on some peoples systems. ???
Clone modifiers now take weapon weight into account.
Version v1.8-Hotfix
Added animation blend offset
Fixed inventory weapons being garbage collected.
Version v1.8
Added garbage collection system.
Patched duplication glitch when repairing weapons, and reloading your game.
Fixed issue where vanilla weapon mods would not check requirements before attaching via WS menus.
Fixed v0 to v1.5 system updater running on versions over v1.5
Version v1.7
Added roll over scrolling for sub lists.
Added support for recursive $RemoveOptions.
Fixed nested looping issue where $CloneModifiers would occasionally overwrite each other.
Added the option to adjust the bench camera position for specific weapons through a BenchPosition.ini file inside your weapons directory.
BenchPosition.ini Functions: WeaponPos: x | y | z
BenchPosition.ini Functions: CamCenterPos: x | y | z
Version v1.6
Akimbo perks now properly hide when Akimbos Framework isn't installed.
Fixed bug where NPCs weapons weren't being removed properly after cloning. Causing them to have two of the same weapons.
Fixed an issue where conditioning wasn't being transferred correctly to the clone.
Version v1.5
Function: $Laser that allows you to project a laser from a node. ..............https://geckwiki.com/index.php?title=$Laser
Function : $Hidden .............................................................................................https://geckwiki.com/index.php?title=$Hidden:
Changed the tracking system to track attachments by their editorID instead of FormID. This should fix the issue of Weapon Attachments disappearing from your weapon after installing a new weapon smith weapon to your game.
Fixed Forms Lists not being updated for weapon instances that are re-created on load.
Vanilla weapons can now be modified at using the Hotswap menu (M key) and at the weapons bench.
Optmized clone create functions. So now Attachments should load in quicker when spawning on NPCs. This should fix any stuttering that might of been happening when enemies load in with heavily modified weapons.
Version v1.01
Added the option to play an looping animation while in the hotswap menu.
Added an option to read inspect animations.
Version v 1
Fixed a crash that would happen on restart if an NPC died with a clone form.
Removed the use of extra data for weapon mods. Now all Weapon Smith weapons are clones.
Fixed a lot of cross save bleeding, where weapon models weren't being removed properly from actors after loading.
Vanilla modding system, and WS modding system have been separated. The WS is only used on weapons with WS mods. This means there's no need to create patches for weapons that use the older system.
A bunch of minor fixes for $OnAttachScript:, and $OnRemoveScript:
Support for B42 Optics
Support for Weapon Smith Akimbos
Independent Left and Right akimbo modding.
More efficient searching for kNVSE animations.
Added $LeveledLists:
New Geck Wiki Page: https://geckwiki.com/index.php?title=Category:Functions_(Weapon_Smith)
Version v0.95
Config ini's are no longer limited to being called Attachment.ini. This allows for multiple mods to add weapon attachments to the same weapon without overwriting each other.
Added blacklist functionality to blacklist config files that are incompatible.
Vanilla Weapons Slots now follow a 1, 2, 3 naming system for consistency with generated configs created with the devkit.
Version 0.96
Improved stability.
Better attachment tracking on reload.
Added txt files to enabler folders to keep Vortex from deleting them.
Version 0.9
Added Controller Support
You can now pan the camera around your weapon using W,A,S,D -Incompatible with Stewies Tweaks bBetterFlycam. Disable this tweak if you have it.
Added $Hidden: 1 -Allows you to hide attachments from the menu unless the player has them in their inventory.
Fixed $MoveNode: overlapping with attachments of the same EditorID on different weapons.
Removed $StaticNode, all nodes are static now. This helps fix issues where some mag attachments were not animating.
Added more support for shared attachments.
Added minor support for dual wielding weapons with clone modifiers.
Version 0.7
Uncapped Weapon Slot limit. No longer limited to 16 slots.
Fixed issues when attaching mods while dual wielding.
Fixed the cross save bleeding
UI Updates when a slot has no usable attachments options.
NPCs that use clone modifiers are less crashy.
Fixed move tool Keybinds tab not showing up if Move Tool was the only thing you had installed.
Fixed Weapons Menu showing up at work bench without Weapons Smith Installed.
Fixed game soft lock if you enter the devkit while at the weapons bench.
Fixed Remove Option not working in the weapons mod menu.
Remove Option now updates slots on the UI while modding.
Fixed $RemoveOption: overlapping issues.
Fixed weapon mod values being cleared when opening and closing the weapons mod menu.
Fix a bunch of issues with weapons sharing attachments.
Fixed $ModifiersSlotMods: overlapping issues.
Version 0.01
Removed vanilla weapon config files from the main download, for modders who want to implement them their own way.
Removed print spam in Weapon Smith.
Fixed issue where you could open the weapon smith while dev mode was on.
Fixed Control Type not having a default value.
Restored missing UI file that was causing the check boxes in the menu to not display fully.
Fixed issue where controls wouldn't display at the bottom of your screen.
Added contextual popup message for when you activate the weapons bench without a valid weapon.
If the player trys to mod a weapon that's not equipped in the pipboy, it will now auto equip that weapon instead of failing.
Enter the mod menu by hitting the assigned hotkey, or having a moddable weapon equipped and activating a Work Bench. The weapon must be a weapon smith weapon to use the new features, otherwise it will use the vanilla system. It's recommended to have Depth of Field Fix - NVSE as the weapon menu uses depth of field.
Looking for people with various skill sets (Animation, Modeling, C++, XML, Lvl Design and Writing). If you want to help further develop NVWO, whether it be testing, new features, or if you just have some questions. You can reach out to me on discord