Weapon Skin

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 ItemModuleBase. 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>

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.

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: https://modworkshop.net/wiki.php?action=view&id=2 and https://modworkshop.net/wiki.php?action=view&id=3

Examples

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

<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".

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