Revision as of 05:06, 7 February 2009 by Syn23 (Talk | contribs) (Art and Sound Tab)

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  • Script: Define a script to play continuously on the weapon.
  • Object Effect: The Object Effect applied to the target if it is struck with this weapon.
  • Ammunition: Selects ammo object for use with this weapon. See Ammunition Tricks.
  • Clip Rounds: The number of rounds in a clip for this weapon.
  • Skills: Defines the skill that applies to the weapon.
  • Damage Per Second: Estimate of the damage the weapon does with a skill of 0 and a skill of 100.
  • Repair Item List: The form list of objects that can be used to repair this weapon.
  • Equip Type: Categorization of the weapon used in game.


  • NPCs Use Ammo: Normally NPCs do not use up ammo in their inventory. Checking this box will override that.
  • Ignores Normal Weapon Resistance: No longer used.
  • Automatic: Holding the attack button down will cause continuous firing.
  • Can't Drop: Weapon cannot be disarmed and does not fall off when actor dies. Usually reserved for weapons that are mounted into the actor or armor.
  • Not Used In Normal Combat: Prevents NPCs from using the weapon unless specified in the use weapons package.
  • Quest Item: Never removed from the world, player cannot drop it from his inventory.
  • Playable: Player can see it in another actors inventory. If not marked, the weapon is invisible to the player and cannot be used. If unchecked, "Can't Drop" is checked and cannot be unchecked. If an unplayable weapon is somehow in the worldspace, it cannot be activated by the Player.
  • Player Only: NPCs will not use this weapon. They will not pick it up either.
  • No Jam After Reload: Prevents the weapon from jamming
  • Minor Crime: Check to make attacking an NPC with this weapon a minor crime (as opposed to assault, a major crime).

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: Monetary value in bottlecaps.
  • 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:
  • Base VATS To-Hit Chance: Before distance, gun skill and screen percentage are applied, the base chance to hit this weapon in VATS. 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. 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 default formula alone is used.
  • Dismember only: If checked, will always sever the limb.
  • Explode only: If checked, the limb will always burst.


  • 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 inventory.
  • Message Icon: The icon that appears on aquiring the weapon.
  • Projectile: The Projectile object used by the weapon, found in the Miscellaneous list.
  • Impact Data Set: Determines how this weapon effects different material types.
  • Reload Anim: The animation object used for reloading this weapon.
  • Hand Grip: Determines the type of hand grip used for this weapon.
  • Attack Anim: The firing animation used for this weapon.
  • Shell Casing: The name of the file used for the 3D model of the shell casing expended by this weapon.
  • Attack Sound: The sound made by this weapon when it is fired.
  • Attack Sound (First Person): Determines the sound file used in first person attacks with this weapon.
  • Attack Fail (No Ammo/Melee Miss): The sound made by this weapon when it runs out of ammunition or misses.
  • Animation Type: Determines the type of animations the wielder of this weapon will use.
  • Detection Sound Level: Volume of weapon as it is fired.
  • Add Destruction Data: Used to define what the weapon will look like when it's damaged.
  • Pickup Sound: Sound file payed on picking up the weapon
  • Putdown Sound: Sound file played when the weapon is put down.


  • Model: The model used for this weapon when it appears in the world or in use by NPCs.
  • 1st Person Model Object: The model used for this weapon when used by the player. It is listed as a static object entry pointing to the same mesh as the Model, usually with higher-res texture set overrides.
  • Armor List: Used when a weapon requires skin geometry (such as the oven mitten on the Shiskebab).
  • World Model: Used to differentiate between the world model and the model seen on actors.

Note: 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 WorldObjects -> Statics in the Object Window


  • Multiplier: Speeds up or slows down the weapon's animation speeds.
  • Attack Multiplier: Speeds up or slows down just the attack animations.
  • Don't Use 1st Person IS Animations: Check to keep the weapon from using iron sights animations in 1st person mode.
  • Don't Use 3rd Person IS Animations: Check to keep the weapon from using iron sights animations in 3rd person mode.
  • Attack Shots/Sec: How many shots
  • Reload Time: How many reload animations can play per sec.
  • Jam Time: How many Jam animations can to play.

Has Scope

The weapon can zoom in on a target in iron sights mode.

  • Target NIF: The file name of the overlay effect.
  • Effect: The effect shader 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.

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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