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Equipment Groups
Equipment groups are essentially loot pools, which can be automatically generated based on set parameters, manually created using IDOverrides, or a mix of both. Equipment groups are primarily used as a singular container which decides what items can spawn, but they can also be chained together using SubGroups to create more advanced spawning behaviors.
CategoryType: FVRObject.ObjectCategory (Enum)
This represents the category of items that will spawn in this group. This only affects automatically generated groups, and is ignored for IDOverrides
Options:
- Uncategorized
- Firearm
- Magazine
- Clip
- Cartridge
- Attachment
- SpeedLoader
- Thrown
- MeleeWeapon
- Explosive
- Powerup
- Target
- Tool
- Toy
- Firework
- Ornament
- Loot
- VFX
RarityType: Float
The rarity determines how likely it is for the equipment group to be spawned from. Higher rarity values equate to being more common
When the equipment group is the
PrimaryGroupfor anEquipmentPool, the rarity represents the entireEquipmentPoolchance of appearing in the object constructorWhen the equipment group is a subgroup, the rarity decides how likely it is for that subgroup to be spawned from instead of any item from the original equipment group
RequiredQuestType: String
When not empty, this equipment group will only be spawned from when the given quest is completed. If the given quest is not completed, this pool will be counted as empty, and is removed
NOTE: Currently Unused, but any string within this field will mark the group as invalid. Please leave empty
ItemsToSpawnType: Int
Determines how many items will spawn from this group. Each extra item spawned using this value is not guaranteed to be the same, and can spawn any item from this pool
MinAmmoCapacityType: Int
This is the minimum ammo capacity of weapons that will be added to the group. This also affects the capacity of magazines that will spawn with firearms
NOTE: If you are spawning something other than weapons in this pool, set this value to
-1. Otherwise this pool may not automatically populate correctly
MaxAmmoCapacityType: Int
This is the maximum ammo capacity of weapons that will be added to the group. This also affects the capacity of magazines that will spawn with firearms. If set to
-1, ammo capacity will be ignored for spawned guns, allowing any magazines to spawnNOTE: If you are spawning something other than weapons in this pool, set this to
-1. Otherwise this pool may not automatically populate correctly
IDOverrideType: List<String>
A list of ObjectIDs that will be added to this pool. ObjectIDs can be found in the "ObjectIDs.txt" file generated in the CustomCharacter folder
ErasType: List<String>
Set this to the eras of weaponry you want to spawn in this pool
Options:
- None
- Colonial
- WildWest
- TurnOfTheCentury
- WW1
- WW2
- PostWar
- Modern
- Futuristic
- Medieval
SetsType: List<String>
Set this to the object set of weaponry you want to spawn in this pool
Options:
- Real
- GroundedFictional
- SciFiFictional
- Meme
- MF
- Holiday
- TNH
SizesType: List<String>
Set this to the sizes of weaponry you want to spawn in this pool
Options:
- None
- Pistol
- Compact
- Carbine
- FullSize
- Bulky
- Oversize
ActionsType: List<String>
Set this to the action types on the weaponry you want to spawn in this pool
Options:
- None
- BreakAction
- BoltAction
- Revolver
- PumpAction
- LeverAction
- Automatic
- RollingBlock
- OpenBreach
- Preloaded
- SingleActionRevolver
ModesType: List<String>
Set this to the firing modes on the type of weaponry you want to spawn in this pool
Options:
- None
- SemiAuto
- Burst
- FullAuto
- SingleFire
ExcludedModesType: List<String>
Set this to the firing modes you don't want on the weaponry you want to spawn in this pool
Options:
- None
- SemiAuto
- Burst
- FullAuto
- SingleFire
FeedOptionsType: List<String>
Set this to the feed options of weaponry you want to spawn in this pool
Options:
- None
- BreachLoad
- InternalMag
- BoxMag
- StripperClip
- EnblocClip
MountsAvailableType: List<String>
Set this to the mounting types on the weaponry you want to spawn in this pool
Options:
- None
- Picatinny
- Russian
- Muzzle
- Stock
- Bespoke
RoundPowersType: List<String>
Set this to the round powers of the weaponry you want to spawn in this pool
Options:
- None
- Tiny
- Pistol
- Shotgun
- Intermediate
- FullPower
- AntiMaterial
- Ordnance
- Exotic
- Fire
FeaturesType: List<String>
Set this to the types of attachment features for the attachments you want to spawn in this pool
NOTE: I'm pretty sure this is only used if the pool is for attachments, not weapons
Options:
- None
- IronSight
- Magnification
- Reflex
- Suppression
- Stock
- Laser
- Illumination
- Grip
- Decoration
- RecoilMitigation
- BarrelExtension
- Adapter
- Bayonet
- ProjectileWeapon
- Bipod
MeleeStylesType: List<String>
Set this to the types of melee styles for melee weapons you want to spawn in this pool
Options:
- None
- Tactical
- Tool
- Improvised
- Medieval
- Shield
- PowerTool
MeleeHandednessType: List<String>
Set this to the handedness (number of hands used to hold) for melee weapons you want to spawn in this pool
Options:
- None
- OneHanded
- TwoHanded
MountTypesType: List<String>
Set this to the types of mounts that can be attached to for attachments you want to spawn in this pool
Options:
- None
- Picatinny
- Russian
- Muzzle
- Stock
- Bespoke
PowerupTypesType: List<String>
Set this to the types of powerups you want to spawn in this pool
Options:
- None
- Health
- QuadDamage
- InfiniteAmmo
- Invicibility
- GhostMode
- FarOutMeat
- MuscleMeat
- HomeTown
- SnakeEye
- Blort
- Regen
- Cyclops
- WheredIGo
- ChillOut
ThrownTypesType: List<String>
Set this to the types of throwables you want to spawn in this pool
Options:
- None
- ManualFuse
- Pinned
- Strange
ThrownDamageTypesType: List<String>
Set this to the damage types of throwables you want to spawn in this pool
Options:
- None
- Kinetic
- Explosive
- Fire
- Utility