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ChuckSharts

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ChuckSharts

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In game widget that can adjust scope modification values in real time, and then output those values to a file that can be imported into the editor. Makes aligning the camera on attachments easy.

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In game widget that can adjust scope modification values in real time, and then output those values to a file that can be imported into the editor. Makes aligning the camera on attachments easy. 

This widget is for mod makers making gun mods. The values set will not persist very long, probably not outside of the station.

Using the widget in game requires the "In Game Menu and Blueprint Loader" Mod by RareKiwi

This mod is designed to generate the the data asset loaded by Chan's "Item Asset Loader", but you could save the data and use it to populate the data in the attachment's blueprint as well. 

For usage in the editor, you will need the "Data Asset Blueprint for adding ScopeMod", the optional file from Chan's Item Asset Loader Mod here:

Extract his files and put it in your UE Project's content folder. 

Do this first ^^^^^^^^^^^^^^^^^^^^^

Then, place the pak file in your paks folder and the content folder into your UE5 project. 

This would probably work for overriding vanilla gun attachments, absolutley would for adding new attachments to vanilla guns. 

############################Using the widget###################################

Press the "\" (backslash) button to show/hide the widget. Press the backspace button to save the current data.

It will create saved data based on the weapon. If you change weapons it will create and save to a new file.

The only values written when the backspace key is hit are the values for the current attachment, so save the values when you are done with each attachment.

####################For Generating Scopemod Data###################

Saved values are written to your Steamapps/common/Ready or Not/ folder. You will see them as csv files. 

Drag the csv file into your UE editor (after you have installed the optional file from Chan's mod). 

Leave "Import as" set to data table and under "Choose DataTable Row Type" select "ScopeModStruct" << This is one of the files from Chans mod that you need for this mod to work. 

After you have imported the csv file as a data table, right click the data table, go to scripted asset actions, and click "Create Scope Mod Data". 
This will create a Data asset in content/mods/ScopeMod/. This is the data asset that Chan's Item Asset Loader mod uses to set the values in the attachments. 

Pack it with your weapon mod in the same location, Content/Mods/ScopeMod.
Done!

########################Notes on appending data after the initial################################

The widget will save as many different attachments to the file as you want, but this is local to the current session. 

It will not read the saved output csv file and append data to it. It will overwrite it.

The asset action utility will read the data from already existing data assets however, and will update only the values in the data that is present in the data table being acted on.

For example, you go through and save 5 attachment datas and generate the data asset for it.

You aren't entirely happy with one of the attachments though, and want to change its values.

You can go back into the game, save new values with the widget. The saved file (should) only have that one attachments values saved in it.
Import it, and run "Create ScopeMod Data" on it. 

The end result will be your original data table with all 5 attachments still within it, but just the one attachment that you just saved new values for will be changed.

The other 4 you are happy with will be left alone. 

Video on Usage: