The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

Weapon testing

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
Post Reply
Brendan McCoy
Posts: 36
Joined: Sat Dec 28, 2013 6:31 am

Weapon testing

Post by Brendan McCoy » Mon Feb 16, 2015 1:51 am

So I want to test all of the weapons in the game (mainly to see if my mod setup makes any not function correctly), and I was wondering if anyone had an easy way to do it.  Using the Weapons container (such as what you'd find in TestQAItems), you won't find every weapon in it.  Is there an easy way to get the IDs of every weapon so I could just make a console script to give me them all?  I've tried going into FNVEdit but it seems like I'd have to look at the Weapons section of each plugin, and then I'd have to distinguish between npc weapons (like turrets) and player weapons.


You do not have the required permissions to view the files attached to this post.

User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Actually I've been making a

Post by RoyBatty » Mon Feb 16, 2015 5:38 am

Actually I've been making a mod for this very purpose, and not just weapons but armors, chems, items, food too.


I should finish it. :D


 


Image

Brendan McCoy
Posts: 36
Joined: Sat Dec 28, 2013 6:31 am

That's be mighty handy... xD.

Post by Brendan McCoy » Wed Feb 18, 2015 11:26 pm

That'd be mighty handy... xD.   It's such a chore to test your game after modding to make sure nothing surprises you later in play :P




Brendan McCoy
Posts: 36
Joined: Sat Dec 28, 2013 6:31 am

Oh yeah, good idea.  That'll

Post by Brendan McCoy » Thu Feb 19, 2015 10:40 pm

Oh yeah, good idea.  That'll help for testing F:NV weapons for sure!


 



Post Reply