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  1. Modules

Weapon Skin

PreviousWeapon ModNextWeapon

Last updated 3 years ago

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Updated for version 3.38.

This page is missing some information, such as explaining what is skin_folder and how to load the skins themselves.

Module Definition

The module is inherited from . So base parameters can be found there.

Module Name

The name of the module you use as the meta of the module definition is 'WeaponSkin' or 'WeaponSkinModule' if _force_search is set to true in the module definition.

XML Structure

<WeaponSkin id weapon_id name desc rarity skin_folder locked unique_name>
    <skin_attachments>
        <value_node value="weapon_mod_id"/>
    </skin_attachments>
</WeaponSkin>
Parameter
Type
Description

id

String

The id of your skin, which will be added in the tweak data table. It must be unique and not used by another skin

weapon_id

String

weapon_ids

Table

Like weapon_id but allows to set multiple weapons

name

String

The string id that the skin will use as a name

desc

String

(Optional) If used, it will show a description below the skin name in the inventory

rarity

String

The skin rarity. Can be one of the following : common, uncommon, rare, epic, legendary

locked

Boolean

(Optional) If set to true, it will act like the old legendary skins and won't allow the weapon modification if the skin is applied

unique_name

String

(Optional) If set to true, it will make the current weapon name the same as the skin name in the player's inventory. They cannot modify it afterwards

texture_bundle_folder

String

(Optional) The folder that contains the textures

skin_folder

String

...

skin_attachments

Table

The attachments that should be added to the weapon if the skin is applied

And any value that appears in the tweak_data should merge

For Idstrings you need to write them like param="@ID0d8ea9bdcebaaf64@". Sadly there's no way to write it using a raw string. Use Bundle Modder to get the hashes.

Skin Attachments

Another optional option, you can setup attachments for your skin, working the same as most of rare/epic/legendary skins in the game.

Parameter
Type
Description

weapon_mod_id

String

The weapon mod id that will be automatically added when the player use your skin

Examples

<WeaponSkin id="colt_infinite_red" weapon_id="new_raging_bull" name="bm_wskn_infinite_red" rarity="uncommon" skin_folder="InfiniteRed" />
<WeaponSkin id="colt_infinite_red" weapon_id="new_raging_bull" name="bm_wskn_infinite_red" rarity="uncommon" skin_folder="InfiniteRed">
    <skin_attachments>
        <value_node value="wpn_fps_pis_rage_g_ergo" />
        <value_node value="wpn_fps_pis_rage_b_long" />
        <value_node value="wpn_fps_pis_rage_body_smooth" />
    </skin_attachments>
</WeaponSkin>

This will add a uncommon skin named "bm_wskn_infinite_red" to the weapon "new_raging_bull".

The weapon id that the skin will be attached to. For a full list check here:

Note You must include the 'base' parts as well, otherwise, the weapon will have no body or barrel. For a list of attachments, check the tweak data tables or here: and

These examples are what you would put inside your main node within your

ItemModuleBase
https://modworkshop.net/wiki.php?action=view&id=2
https://modworkshop.net/wiki.php?action=view&id=3
mod config
https://modworkshop.net/wiki.php?action=view&id=7