PAYDAY 2

PAYDAY 2

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VxWolf Jul 9, 2017 @ 1:21am
Making a custom weapon mod (-mod) and need a bit of a hand here
So i'm making my own weapon mod for a gun (based off of this template[modworkshop.net]), and I have several questions:

  • with the <WeaponMod 'basedon=""'> tag, how can I find the ID of a weapon mod that I want to base it off of myself? It's not listed on this list[modworkshop.net] on the modworkshop wiki.
  • how do I make the stats of the weapon mod?
  • how do I make the mod not actually change the gun visually, or use a mod that already exists for the gun in the game?
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Showing 1-7 of 7 comments
Rex Jul 9, 2017 @ 1:30am 
1. http://wiki.modworkshop.net/Payday_2/Weapon_Mods and http://wiki.modworkshop.net/Payday_2/Weapon_IDs help a ton.
2. Unsure, I never played with this style of adding new mods.
3. Either making a duplicate set of files from the one you want (good for retexturing or remodeling it later) or instead of making a new attachment you add the weapon mod to the weaponfactorytweakdata iirc.

Im not 100% sure about it all, I rarely mess with this kind of thing but until someone comes around who knows more heres an answer.
VxWolf Jul 9, 2017 @ 1:37am 
Originally posted by Rex:
you add the weapon mod to the weaponfactorytweakdata
That sounds interesting, how would I go about doing that?
Alcat101 Jul 9, 2017 @ 11:03am 
You can get a weapon part name by looking on payday 2 lua dump, in case the list on MWS is outdated (which is most of the time, it is)
Most of weapon part name is on weaponfactorytweakdata.lua that's located on folder lib (on the lua dump)

No 2 and 3 will be a long wall of text to answer, but just to oversimplify:
You can learn both of those answer by 'disassembling' and looking 'internally' on how many of custom weapon attachment works
Here's tons of them: https://modworkshop.net/mydownloads.php?action=browse_cat&cid=314
VxWolf Jul 9, 2017 @ 7:09pm 
Okay, looking at various beardlib-based weapon mods, I seem to have what I want... visually (i.e. nothing). For stats, I have spotted this:
<WeaponMod based_on="qwertyuiopasdfghjklzxcvbnm-------------------... >
<stats damage="0">
Anyone know what the complete list of 'stats' are, or where I can find them?
Thanks everyone for helping me
Last edited by VxWolf; Jul 9, 2017 @ 7:09pm
Alcat101 Jul 10, 2017 @ 2:33am 
You can see a list of stats from the lua dump again, the weaponfactorytweakdata.lua
Particularly on the weapon part that's an attachment
VxWolf Jul 10, 2017 @ 4:47am 
Originally posted by Alcat101:
You can see a list of stats from the lua dump again, the weaponfactorytweakdata.lua
Particularly on the weapon part that's an attachment
How exactly does total_ammo_mod work? It doesn't seem to be directly what you type (e.g. typing 10 doesn't necessarily increase the total ammo by 10)
Edit: also, there seems to be some sort of... hard limit to how high I can set the ammo limit. Is there and can I change it?
Last edited by VxWolf; Jul 10, 2017 @ 5:42am
Alcat101 Jul 11, 2017 @ 5:02am 
tbh, i dont really know myself whats the formula of total_ammo_mod (nor have I search the calculation in the lua dump)
it seems to be taking account the clip ammo max and each gun have like a 'base' round count in a mag (like CAR-4 have a base of 2 round for each number of ammo altering stat)
i usually just eyeballed the amount, and kept trying different value until it close to what I want

according to hard limit, yes it exist, but afaik, it only exist for decreasing round in mag (maybe total ammo too..)
for ex: a CAR-4 mag have hard limit of -10 round in mag
i guess you have to built a new function/system to 'override't this hard limit.. kind of what DMCWO did.
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Date Posted: Jul 9, 2017 @ 1:21am
Posts: 7