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HearMeRoar  posted on Nov 04, 2009 5:51:32 PM - Report post

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I haven't the foggiest, I'm afraid.
I should have looked through all of the guns in the previous posts when I made this but it really didn't occur to me. I'll update it tomorrow.

Oh and when you do the tutorial gun, make sure to take out the quotation marks. I tested it and forgot to take some out and the gun sucked. I think it's because it read null values for some things, which does suggest that it's less likely to crash if you put the wrong thing in certain boxes but I don't feel like experimenting with that just yet. Maybe tomorrow morning ^_^

I'll make updates then based on the other posts in this thread then too.

I'll be spending tomorrow looking up the answers to those questions and having a dig around.

[Edited by HearMeRoar, 11/4/2009 5:52:56 PM]

7ru7h  posted on Nov 04, 2009 7:03:23 PM - Report post

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Have you figured out how to create/what combinations give orange weapons?
XWolf  posted on Nov 05, 2009 2:52:06 AM - Report post

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Nice info. Don't forget to note which part does what when it comes to stats.
Tested it all, it's correct. Of course increasing the numerical at the end of each component has it's own effect too.
* Stock: Higher quality stocks provide more stability and accuracy. Smaller stocks and stockless weapons achieve faster reloads and equip speed.

* Body: Affects the weapon's firing rate and damage rating.

* Barrel: The type of Barrel used affects the weapon damage ratings and accuracy.

* Magazine: Better magazines yield increases in magazine size, reload speed, and equip speed.

* Scope: A scoped weapon offers various degrees of zoom, dependent on the quality of the scope.

* Materials: Higher quality materials yield different looks and stronger manufacturer bonuses.

* Accessory: Provide a range of benefits from Elemental Effects (acid, fire, electrical) to damage and stability bonuses, and much, much more.

[Edited by XWolf, 11/5/2009 2:53:20 AM]

HearMeRoar  posted on Nov 05, 2009 4:24:30 AM - Report post

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Nice work. I'll add this to the guide and update it today.

EDIT: Updated to include XWolf's information and one or two prefixes and titles. PM me if you find any you want added and I'll add credit to you in the file ^_^

[Edited by HearMeRoar, 11/5/2009 4:52:52 AM]

Killa_B  posted on Nov 05, 2009 4:55:27 AM - Report post

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i have this sniper i like to use. it's not over the top, but pretty good, and better than all the others i came across till now.
it's called the "GGN9 ZZ LONG SNIPER".
the stats are like this Link and it looks like this Link

i took this sniper and changed all the numbers in the parts that have them to 1, 3 and 5.
the results are like this:
everything with 1 and quality 0 stats Link and looks like Link
everything with 3 and quality 1 stats Link and looks like Link
everything with 5 and quality 2 stats Link and looks like Link

as you can see, if a part doesn't exist, non is used.
looks funny, but ruins the weapons stats, as you can see.
but you can be relieved: the game doesn't crash or bug out, if stuff gets wrong in this way. and i don't think it would bug out if you start interchanging brandnames and the like.
i'd guess the game takes it with a grain of salt or ignores it all the way, if it doesn't fit.

but what surprises me is the level requirement of level 3 for all the generated weapons. the original weapon came with a requirement of level 13.

i'd say the next thing we need is a list of the possible parts for each section and what they do . . . =)

i just had another look at the new savegame. (i'm happy i did a backup since i threw all my other weapons away and now i would be stuck with 3 more or less useless weapons and a kinda good sniper!)

the entries that don't work with the weapons are set to "None" or "0" (zero) in the savegame.
meaning: the 1-weapon has a quality of 0 (zero), no prefix and no accessory
the 3-weapon has a quality of 0 (zero), no prefix, and no accessory
the 5 weapons has a quality of 0 (zero), no body, no magazine, and no material.

for some strange reason, the original weapon has a clip size of 6, even though ingame it has only 3.
and all the weapons that are equipped seem to always have clip size of 0 (zero).
i think the column named "Clip Size?" contains something else. but only time will show. or some really smart guy that figures it out! =)

that explains what all the generated weapons suck so hard, considering almost half the parts are missing. =)

[Edited by Killa_B, 11/5/2009 5:05:30 AM]

so i sat down and looked over my work again, and used only parts i knew would work.
a level 22 sniper i can't use right now, since i'm only at level 20 . . . =(
but the stats look like this Link
and i guess if i could equip it, it would look something like the sniper with all the 3's in it.

the weapon is called "VRR590 XX LONG SNIPER"
if you want this weapon, use the following:
Equip Slot: 0 (i guess you don't want to equip it right away)
Type: gd_weap_sniper_rifle.A_Weapon.WeaponType_sniper_rifle
Grade: gd_itemgrades.Weapons.ItemGrade_Weapon_SniperRifle
Quality: 2
Manufacturer: gd_manufacturers.Manufacturers.Jakobs
Prefix: gd_weap_sniper_rifle.Prefix.Prefix_Acc5_Long
Title: gd_weap_sniper_rifle.Title.Title__SniperRifle
Body: gd_weap_sniper_rifle.Body.body3
Grip: gd_weap_sniper_rifle.Grip.grip5
Magazine: gd_weap_sniper_rifle.mag.mag3
Barrel: gd_weap_sniper_rifle.Barrel.barrel5
Sight: gd_weap_sniper_rifle.Sight.sight5
Stock: gd_weap_sniper_rifle.Stock.stock5
Action: None
Accessory: gd_weap_sniper_rifle.acc.acc5_Long
Material: gd_weap_shared_materialparts.ManufacturerMaterials.Material_Jakobs_3

btw. the game doesn't allow weapons to be in the quick equip slots if your character can't handle them. they get kicked out of the slot as soon as you load up the game.

[Edited by Killa_B, 11/5/2009 5:31:29 AM]

HearMeRoar  posted on Nov 05, 2009 5:28:13 AM - Report post

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Good stuff. That's alot to check out ^_^

I think the way forward would be to do a save with the same exact gun in every slot and change only one number for only one part.

At some point I'll go through and make the same sniper rifles with only (for example) the barrel being different and noting the changes. It'll take a while but it's the only way we can make sense of all of the different things you can do with the guns.

I'm quite busy for today so I'll look into it tomorrow. As usual, if anyone wants to try it for me, send me the results and I'll add your credit to the file.

Killa_B  posted on Nov 05, 2009 5:38:38 AM - Report post

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i think putting the gun into the inventory and not the quick slots should work just fine.
set yourself up some more inventory slots and all should work just fine.
the only problem left would be determining what weapon in the savegame is which ingame, since you don't see the quality or anything.

alternatively you can choose to put 3 or 4 versions of the weapon in the quick slots. that way you KNOW what weapon is which. but only if your char can use them . . . =)

trying what does what and influences the weapons in which way will be a lot of trial and error.
maybe someone has the time to go through a portion of that . . . =)

Deadclown  posted on Nov 05, 2009 1:45:39 PM - Report post

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I have another version of the Gibbed editor if anyone wants it. It's more for weapons and it gives the actual weapon names. Here Link
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