Weapon Mod Fallout 4

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Heres what you do:Have 1 gun with the mod you want, say, Long vision scope!Have a second gun you want to put it on.On the first weapon, you have to build a NEW scope, to replace the long vision scope, then, you now have a long scope in your inventory!Access the second gun, hover over the long vision scope, Instead of 'Build' you will get the option to 'Equip' or place, I forget what it's called.All weapons must be complete, so you have to give it a replacement to remove it.Keep in mind you can only swap weapon pieces of the same type, A 10mm sight won't work on a rifle. I think I must be doing something wrong. I tried this - so I went and picked something with 'glow sights' and swapped it for 'standard sights' (built from materials) - went to another pistol and tried to add 'glow sights' and it is asking me to build it and it takes nuclear materials (still only 2/1). I can also see when I scrap an item it tells me what materials I get back, and its not all the stuff that goes into making it - eg.

Scrapping the gun w/ glowsights didn't list nuclear materials as something you'd get back. So kinda looking like changing to a standard whatever causes you to lose the previous mod?Am I missing something? I would be so annoyed if there was no way to consolidate mods into one or two guns unless I built everything from scratch:(EDITScratch that - so it appears in my inventory now and the button over the correct kind of weapon (even though it keeps saying what it costs to build on the left) - now gives the option of 'E to attach a mod'.

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Note: The Form ID of the modded item may have changed! If you want to change the mod, you should repeat Steps 1-3.Items appear to be limited to one Legendary mod at a time. Attaching a mod will replace the current mod. If, for some reason, you need to remove a specific mod, you can use the 'rmod' command.Example:ff001e12.amod 1cc2ad Console Commands CommandAliasParamsDescriptionAttachModamodForm, iAttachIndexAttach a mod to an objectRemoveModrmodFormRemove a mod from an objectSpawnDupeMake a duplicate ref of the selected refDuplicateAllItemsDuplicate all items in the selected containerRemoveAllItemsRemove all items from the selected containerGetPlayerGrabbedRefReturns the Form ID of the grabbed refNote: I don't know what the Int parameters do. Complete table of OMODsBelow you'll find primarily Legendary or special OMODs. For a table of all OMODs, click Legendary Mod RulesIf an item has a keyword below and that keyword is allowed, the object mod can be attached to that item.

Weapon Mod Fallout 4

Energy Weapon Mod Fallout 4

I just want another modFor those unfamiliar, the best thing about the Amy Wong mod was that you had complete RP control over her - Give her money, and you fully dictated how she used it. What type of bodyguards she would hire from settlements (reflective of that city/regions inhabitants - ghouls for example, or robots, or regular humans). You could offload a fuckload of inventory to her, and she would sell it for you, literally running a trade route of all the merchants you have personally found. The caps she gained from trade was completely under your control - allot x% for hiring her own Bodyguards, and allot x% caps toward equipping those guards. You could also give her specific directives on what to purchase with her money from trading (specific chems, foods, drinks, stims, ammunitions, etc), and she would literally conduct the trade route fully autonomously, in real time. She would enter a settlement/city and physically visit each merchant for a small period of time, fully operating off of the world's economy. Selling to who had caps, buying from who stocked what, and whatever caps and purchases she had left over/gained, she would physically find you in the game world and give them to you.

You could even request that she holds onto them (to avoid a carryweight dump on your weak-kneed self).That was a revolutionary Fallout 3 mod. Imagine the possibilities in Fallout 4!!. This seems to function much like enchanting from skyrim.if that is the case once we get the GECK we should see some mod that will allow us to do this in game without console commands, like putting scorpion stingers on a gun to give it poison damage, ect.

And potentially allowing multiples of these 'enchantments' on a weapon.Oooo cannot wait for the GECK Also, attempting to put 001F3072 Poisoner's Target is poisoned for 10 seconds on a melee weapon gives me poison resistance instead of it doing poison damage. Poisoner's and Herbalist's actually have the same prefix, so I must have mixed those two up. Fixed.If you want to see something cool, find the Form ID for the Hunting Rifle, and then add 100 of them. You'll get many different hunting and sniper rifles with different mods. Weapon, and probably armor, records have been enhanced with a formlist-like feature that allows single forms to reference varieties of objects.Just don't use negative numbers with the 'additem' command, or you'll freeze the game.Use 'removeitem' or 'removeallitems' to clean up instead.