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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
IsBlanked=Type: Bool
Unknown what this does, but set to false by default
SpawnsInSmallCase=Type: Bool
If true, items from this object pool will spawn in a small case when purchased at the TNH item spawner
SpawnsInLargeCase=Type: Bool
If true, items from this object pool will spawn in a large case when purchased at the TNH item spawner
UseIDListOverride=Type: Bool
If true, this object pool will use items from the
IDOverridelist instead of automatically generating
IDOverride=Type: 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
Eras=Type: 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
Sets=Type: 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
Sizes=Type: List<String>
Set this to the sizes of weaponry you want to spawn in this pool
Options:
- None
- Pistol
- Compact
- Carbine
- FullSize
- Bulky
- Oversize
Actions=Type: 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
Modes=Type: 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
ExcludeModes=Type: 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
Feedoptions=Type: List<String>
Set this to the feed options of weaponry you want to spawn in this pool
Options:
- None
- BreachLoad
- InternalMag
- BoxMag
- StripperClip
- EnblocClip
MountsAvailable=Type: 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
RoundPowers=Type: 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
Features=Type: 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
MeleeStyles=Type: 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
MeleeHandedness=Type: 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
MountTypes=Type: 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
PowerupTypes=Type: 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
ThrownTypes=Type: List<String>
Set this to the types of throwables you want to spawn in this pool
Options:
- None
- ManualFuse
- Pinned
- Strange
ThrownDamageTypes=Type: List<String>
Set this to the damage types of throwables you want to spawn in this pool
Options:
- None
- Kinetic
- Explosive
- Fire
- Utility
Objs[]Type: List<FVRObject>
Unused, but still must be declared in the character file