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For casual mod authors, creating a modifiable weapon is fairly simple.
FALLOUT NEW VEGAS MOD MANAGER INCOMPLETE MODS
Weapon mods are implemented directly via the user's Pip-Boy menu, rather than requiring any special scripting.VATS Bonus: Unused in game, further testing is needed to find the effect of this and the two values.Set it to 1 to maintain the default minimum spread. Remember that the weapon's damage will be divided up among the projectiles, so adding more projectiles lowers the damage per projectile while reducing the number increases the damage of each projectile in addition to the 30% bonus the modification already applies. Split Beam: Value #1 is an integer equal to the number of projectiles added, or subtracted if a negative value is used.Increase Rate of Fire: Value #1 is an additional multiplier where the number as a percentage is an additional increase in rate of fire (0.2 = 20% faster).Decrease Spread: Value #1 is a flat reduction of the weapon's min spread.Increase Zoom: Value #1 is a flat value subtracted from the weapon's zoom field of view.It is currently untested whether or not this applies to the weapon noise from the weapon itself or from the weapon and the projectile. Silence: No values used, this silences the weapon.Increase Clip Size: Value #1 is a flat bonus to the weapon's clip size, or amount of shots that can be taken before reloading.Increase Projectile Speed: Value #1 is the multiplier of the projectile speed.Value #2 doesn't currently appear to do anything, but this requires further testing to ascertain whether that is the case. The weapon then ignores the next use of ammunition. Regenerate Ammo (Shots): Value #1 is the number of shots before the regeneration effect procs.If negative, it reduces the time taken to recharge.
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Weapon mod items, known in the GECK as Item Mods, are new items in Fallout: New Vegas roughly similar in behaviour to Misc items.