Starbound

Starbound

Elithian Races Mod
Mahazkei Jul 14, 2018 @ 5:03pm
Aegi Attachments Plus/Modifiers United
So after having quite a bit of fun attaching different alt fires and abilities to my Aegi weapons, I got curious about adding even more attachments to the various weapons, making them even more personalized, and more detailed.

The example was taking - say, a regular, Helios I-16B (T4 crafted Aegi assault rifle) - which has attachments that do not require the use of an alt fire (example, silencer), and one that does (example, green laser), and put both on the same weapon, with the textures rendered, and effects added to the same weapon.

Obviously this is not possible in the mod currently, as there is only one slot for any attachment that matches with the appropriate weapon, regardless of whether or not it has an alt fire.

But I found that using the RexmecK Item Editor Pro tool (another mod) allows me to see what the parameters for a weapon and its attachment are. I saw the level, ability type, and the model for the current attachment listed as scripts on the item. However, trying to add another string to it or script that had the parent data for the other desire attachment did nothing to the weapon's appearance, or performance.

I do not ask for the mod creator to add in a functionality to combine attachments together, or put multiple on the same weapon (although if they did, they would be a god among mod creators, on top of everything else they've done) but explain how it may be possible to achieve the desired effect, for those of us who want to tinker with our games and experiences a little more than most.
Last edited by Mahazkei; Jul 14, 2018 @ 11:12pm
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Showing 1-3 of 3 comments
Mav' Jan 21, 2019 @ 2:40pm 
It'd have to work like this: 1 attachment per gun part, for example, no laser sight and grenade launcher.
Aegonian [THEA]  [developer] Jan 21, 2019 @ 4:22pm 
Originally posted by Ionising_Supernova:
It'd have to work like this: 1 attachment per gun part, for example, no laser sight and grenade launcher.
The problem is that even attachments that don't seem to use alt fire still require a script of their own to run. The silencer, for example, has to run an additional script on the weapon which has to be added through the use of an alt ability. The script won't listen for any button input, but it is still actively running to ensure that the new sound is used and the muzzle flash is hidden, and the same goes for other "passive" weapon attachments.
Mav' Jan 21, 2019 @ 4:26pm 
Originally posted by Aegonian THEA:
Originally posted by Ionising_Supernova:
It'd have to work like this: 1 attachment per gun part, for example, no laser sight and grenade launcher.
The problem is that even attachments that don't seem to use alt fire still require a script of their own to run. The silencer, for example, has to run an additional script on the weapon which has to be added through the use of an alt ability. The script won't listen for any button input, but it is still actively running to ensure that the new sound is used and the muzzle flash is hidden, and the same goes for other "passive" weapon attachments.
Oh, it all makes sense now! Now I get why the suppressor is still counted as a secondary!
Last edited by Mav'; Jan 21, 2019 @ 4:27pm
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