@Quakex64 Download a weapon mod that already supports installation without replacement. Usually such mods have the Addon prefix in the mod name. In this case you don't have to rename any files, just place the weapon mod in the dlcpacks folder and add an entry in dlclist.xml
If you mean converting a replacement weapon to an Addon, I haven't tried that myself, so I can't help with that.
@HeySlickThatsMe If you are trying to adapt your mods to AddonWeapons, please tell me if you have managed to correctly detect the components for weapons. Thank you.
@nj5050 If you're referring to videos on how to make add-on weapons, I don't know much about that. All I can say is that it has to be in a separate dlcpack for AddonWeapons to detect it. I think that experienced weapon creators will be able to talk about addon creation in an accessible way when they try out my script.
@Ss4gogeta0 In a future patch, I'm going to bind the script to the box instead of the coordinates. Then it will be enough to put the necessary prop in the right place :)
@Quakex64 Download a weapon mod that already supports installation without replacement. Usually such mods have the Addon prefix in the mod name. In this case you don't have to rename any files, just place the weapon mod in the dlcpacks folder and add an entry in dlclist.xml
If you mean converting a replacement weapon to an Addon, I haven't tried that myself, so I can't help with that.
@HeySlickThatsMe If you are trying to adapt your mods to AddonWeapons, please tell me if you have managed to correctly detect the components for weapons. Thank you.
@William Halverd I have looked into this issue and unfortunately the game does not automatically detect add-on components using standard means.
In future versions, I plan to add support for special configs that weapon authors could add to their mods to detect add-on components.
Another option is to get the components from in-game memory, but in this case I'll need help from other modders as I can't do this myself.
@William Halverd Attachments don't even work for GTO weapons?
I know about the problem of attachments for Addons, but with multiplayer weapons everything should work fine. Weapons can't change tint right now
@gentlejoey123458 This script only spawns addon weapons, but does not create them.
So far there is no ready tool to convert replaceable weapons to addon, but you can use these tools:
https://www.gta5-mods.com/tools/vweaponstoolki-addon-weapon-generator
https://www.gta5-mods.com/misc/modding-dlc-pack-v
@nj5050 If you're referring to videos on how to make add-on weapons, I don't know much about that. All I can say is that it has to be in a separate dlcpack for AddonWeapons to detect it. I think that experienced weapon creators will be able to talk about addon creation in an accessible way when they try out my script.
@TrueBest I haven't tested it, but it probably doesn't work. The description of EMF says that it does not work with Addons.
@Ss4gogeta0 In a future patch, I'm going to bind the script to the box instead of the coordinates. Then it will be enough to put the necessary prop in the right place :)
@oax Are you talking about weapon upgrades? If the upgrade components are made the way R* does, the script will be able to detect them.
@cristian304 Yes, if it's installed via dlcpacks