Revision as of 04:09, 21 March 2009 by Syn23 (Talk | contribs) (Model: Enclosed texture note in a block quote, hopefully making it easier to identify.)

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  • ID: The weapon's Editor ID.
  • Name: The weapon’s name displayed in-game.
  • Script: Defines a script to play continuously on the weapon.
  • Object Effect: The Object Effect applied to the target when struck with the weapon.
  • Ammunition: Specifies what type of ammo the weapon will use. This setting will also accept objects in a FormList. For more information, see Ammunition Tricks.
  • Clip Rounds: The maximum number of rounds that can be stored in the weapon's clip.
  • Skill: Defines which skill factors into the weapon's damage and spread calculations. See Weapon Damage Formula & Gun Spread Formula for more details.
  • Damage Per Second: The estimated damage done per second with the weapon's associated skill at 0 and 100.
  • Repair Item List: The specified FormList containing objects used to repair the weapon.
  • Equip Type: Determines the weapon's categorization and hotkey icon.


  • NPCs Use Ammo: NPCs will use up the associated ammo in their inventory like the player does. (This setting is disabled by default.)
  • Ignores Normal Weapon Resistance: Unused.
  • Automatic: Holding the attack button down will cause the weapon to fire continuously.
  • Can't Drop: The weapon cannot be disarmed from actors, nor will it drop when the actor dies; however, the player can remove it from the actor’s inventory if the “Playable” option is checked.
  • Not Used in Normal Combat: Prevents NPCs from using the weapon unless specified in the Use Weapon Package.
  • Quest Item: The weapon cannot be removed from the world, nor can it be removed from the player’s inventory.
  • Playable: The weapon can be used and picked up by the player. When disabled, the "Can't Drop" setting will be checked automatically, and the weapon won't show up in the NPC inventory screen. This setting is generally unchecked for weapons that are mounted into the actor.
  • Player Only: NPCs will not use or pick up the weapon.
  • No Jam After Reload: The weapon will never jam after a reload. See fWeaponConditionReloadJamXX for more details.
  • Minor Crime: Attacking an NPC with the weapon will be considered a minor crime (as opposed to assault, a major crime). For more information, see Crime.
  • Hide Backpack: Unknown

Game Data Tab

  • Weight: The weight of the object.
  • Health: The condition of the object; How much damage the weapon can take before being destroyed/useless.
  • Reach: For melee weapons, this is a multiplier used in the reach formula: fCombatDistance * NPCScale * WeaponReach (where fCombatDistance is a gamesetting).
  • Fire Rate: Number of shots per second. This is only valid for automatic weapons. Single shot weapons are restricted by their attack animation. Their "rate of fire" can be altered by changing the Attack Multiplier in the Animation group.
    • As mentioned above, this variable only affects the GECK's DPS calculation if the "Automatic" box is checked.
  • Spread: Not used.
  • Min Spread: Spread of the projectiles, in degrees.
  • Sight FOV: The angle of view when using Iron Sights. Done by zooming in.
  • Sight Usage:
  • Crit Dmg: How much extra damage the weapon does on a critical hit. This is not a multiplier. It's added damage. Additionally, this damage is added after armor, effectively making it bypass the target's armor.
  • Aim Arc:: Probably unused, as the projectile arc is actually controlled in the Projectile object itself.
  • Value: Base monetary value in bottlecaps, before barter skills and weapon condition are factored in.
  • Damage: Damage this weapon does per hit. See the Weapon Damage Formula for more information.
    • This variable affects the GECK-calculated DPS stat in real time.
  • Ammo Use: How much ammo is used from the clip when this weapon is fired.
  • # Projectiles: Number of projectiles per single ammo object.
  • Limb Dmg Mult: Affects how much damage the weapon does to limbs. Note: This is unconfirmed, but if this setting is set to zero or lower, it will revert to the regular damage multiplier.
  • Base VATS To-Hit Chance: The base chance to hit this weapon in VATS before distance, gun skill and screen percentage are applied. Should vary by the size of the weapon. (This is for when the player is aiming at weapons on enemies).
  • Crit % Mult: Modifier to actor's critical chance derived attribute. Usually set to one. If set to zero, the weapon will not cause critical hits, even for sneak attacks. Automatic weapons use this value divided by the Fire Rate. For example, an Assault Rifle has a Crit % Mult of 1.0, and a Fire Rate of 8. Therefore each bullet has a 0.125 multiplier to the critical percent chance. See the Critical Hit Chance Formula for specific information as to how this value effects the critical hit chance.
  • Burst Shot: Checkbox. Probably unused, as burst weapons like the SMG and Assault Rifle do not have it checked.
  • Long Bursts Checkbox. Weapons like the Minigun, Gatling Laser, and Flamer have this checked, and may indicate that the weapon continues firing even after the trigger stops being held down. It may also be unused as this may actually be controlled elsewhere.
  • Semi-Automatic Fire Delay Min:
  • Semi-Automatic Fire Delay Max:
    • This allows semi-auto weapons to have a "sticky trigger" effect. This variable affects the GECK-calculated DPS stat. However, the affect only appears after you click OK and close the Weapon window.
  • Crit Effect: The "spell" that is applied to the target on a critical hit. Must have ONLY self-targeted effects. See Critical Tricks.
    • On Death: If checked, critical effect is only applied when the target is killed.
  • Resist: This determines the Damage Type of the weapon, by specifying the resistance value that affects the damage dealt. For example, the Flamer is set to FireResist, which sets the damage type as Fire.
    • Options: NONE, DamageResist, ElectricResist, EmpResist, EnergyResist, FireResist, FrostResist, PoisonResist, and RadResist.

On Hit

  • Normal formula behavior: The weapon will calculate the chance to sever and explode limbs.
  • Dismember only: The weapon will only calculate the chance to sever limbs.
  • Explode only: The weapon will only calculate the chance to explode limbs.
  • No Dismember/Explode: All limbs hit by the weapon will remain intact.


  • Min Range: Tells combat AI they don't need to be closer than this value.
  • Max Range: Tells combat AI they don't want to be any further away than this value.
  • Range is Fixed: Tells the combat AI not to use combat style multipliers for this weapon.


  • Action Points: Override the standard number of action points a weapon uses.
  • Damage to Weapon Multiplier: Override the multiplier that determines the amount of damage the weapon will take. (0.0 causes the weapon to take no damage. > 1.0 causes the weapon to take more damage than it delivers)

Embedded Weapon:

Checked if the weapon is a built in part of the creature.

  • Node: Node that the weapon is attached to.
  • Actor Value: The condition value affected when the weapon is targetted.

Art and Sound Tab

  • Inventory Image: The image the weapon is identified with in the inventory screen.
  • Message Icon: The icon that appears on acquiring the weapon.
  • Projectile: The projectile used by the weapon, found under Special Effects -> Projectile in the Object Window.
  • Impact Data Set: Determines how the weapon affects different material types on impact.
  • Reload Anim: The reload animation used for the weapon.
  • Hand Grip: Determines how the weapon is gripped.
  • Attack Anim: The firing animation used for the weapon.
  • Shell Casing: The file containing the 3D model of the weapon's shell casings.
  • Animation Type: Determines which animations the weapon can use. For more details on how this value can be used in scripts, see GetWeaponAnimType.
  • Attack Sound: The sound form played when an NPC fires the weapon.
  • Attack Sound (2D): The sound form played when the player fires the weapon.
  • Attack Loop: The sound loop used when the weapon is fired. For instance, the Flamer and the Minigun use this instead of "Attack Sound."
  • Attack Fail (No Ammo/Melee Miss): The sound form used by the weapon when it runs out of ammunition or, in the case of melee weapons, when it misses.
  • Melee Block: The sound form played whenever the weapon is hit while blocking.
  • Detection Sound Level: Volume of the weapon as it is fired.
  • Add Destruction Data: Used to define what the weapon will look like when it's damaged.
  • Idle Sound: The sound form played whenever the weapon is held. For example, the Flamer makes a hissing noise when idle.
  • Equip Sound: The sound form played when the weapon is drawn.
  • Unequip Sound: The sound form played when the weapon is holstered.
  • Pickup Sound: The sound form played when the weapon is added to the player's inventory, or when it's equipped.
  • Putdown Sound: The sound played when the weapon is removed from the player's inventory, or when it's unequipped.


  • Model: The file containing the weapon's default model.
Note: This is the only setting that dictates how the weapon will appear on NPCs.
  • 1st Person Model Object: The static object that overrides the default model when the player uses the weapon. Usually, this is the same mesh as the "Model," but with higher resolution Texture Set overrides.
  • Armor List: The Form List containing Armor, or Armor Addons, which an actor will wear when they equip the weapon. For example, the Shishkebab uses a Form List containing the Armor Addon "ARMAShishkebabGlove" (an oven mitt worn on the right hand).
  • World Model: The model that overrides the default model when the weapon is placed in the world.

Regarding Textures: In order to change textures for a weapon, you must change the textures for both the Models listed here, as well as the textures for the corresponding 1st Person Model Object, which can be found under World Objects -> Static in the Object Window


  • Multiplier: Increases or decreases the weapon's firing and holstering animation speed.
Note: This setting does not actually affect reload or jam animation speed, despite what the GECK says.
  • Attack Multiplier: Speeds up or slows down just the attack animation.
  • Don't Use 1st Person IS Animations: When checked, the player will not use the weapon's iron sight animation in 1st person mode.
  • Don't Use 3rd Person IS Animations: When checked, actors, including the player when in 3rd person mode, will not use the weapon's iron sight animation.
  • Attack Shots/Sec: How many shots the weapon can fire per second.
  • Reload Time: Unused.
  • Jam Time: Unused.

Has Scope

  • Target NIF: The file containing the overlay effect used in iron sights mode.
  • Effect: The shader effect applied to the target, or the view, when the scope is used.
Note: It appears that this value is ignored by the game engine.

Rumble Tab

  • Left motor strength: Sets the rumble strength for the left side of the controller.
  • Right motor strength: Sets the rumble strength for the right side of the controller.
  • Duration: Sets the duration for the controller to rumble.
  • Pattern: Determines the vibration waveform used.
  • Wavelength: Unknown
  • Alternate: Unknown

Misc Info

For those who have created a custom weapon and would like to add it to their inventory via the console...its quite simple. First you need to get the Form ID number of your weapon. This is found in the Object Window in the GECK right next to your weapon's Editor ID. By default, the Form ID column is hidden, so you will need to expand it to make it visible. Write this value down. Next open Fallout Mod Manager and find your mod. Substitute the first 2 numbers in the Form ID you wrote down for the mod index number of your mod. You can now add the weapon to your inventory in-game using the console command player.additem FORMID COUNT, where FORMID is the value you wrote down and count is the number to add.

Example: If my weapon's Form ID in the GECK was 01010b5c and my mod index number is 17, then the command I would type in-game would be: player.additem 17010b5c 1.

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