PLEASE READ DakkaTuner.esp can read and apply code from files found under "Data/Config/DakkaTuner/" that are correctly formatted for it. FIRST OF ALL, you need to define the files to be loaded under "Data/NVSE/Plugins/Scripts/gr_DakkaTuner.txt". Instructions are there as well, but basically, you need to write two lines for every file you want loaded: set MigWeaponTuner.s_File to sv_Construct "NameOfYourFile.WithExtension" SetStage MigWeaponTuner 1 "NameOfYourFile.WithExtension" must be located under "Data/Config/DakkaTuner/" as mentioned. I'm very sorry if this is too convoluted, but it ensures changes can be applied in the order and in the way you, the user, wants them to. Files need to be organized with three columns, separated by one or more TAB spaces, and with the following elements: - The first column must contain weapon formIDs, in the format: @modName.esp(or .esm):xxxxxx, where xxxxxx is the six-digit formID, without the mod index (you can trim prefixed zeroes) - The second column is for the weapon numeric data field to alter. See below, it kinda is the main deal of this readme. - The third column is for the value that the data will be set to, can be anything, but, BE CAREFUL. Some things just don't fly depending on the data field. Some data fields are marked as UNSUPPORTED because you really have to know how the weapon is going to adapt to them, so changing them in a normal mod is preferable. Included is a file with formID codes for all vanilla weapons. Use the GECK or xEdit to consult your other mods' weapon IDs. Values for the second column: -1: Equipment Type: https://geckwiki.com/index.php?title=Equip_Type 0: Barter value 1: max Condition 2: Weight 3: Damage 4: Clip Rounds 5: Weapon Type UNSUPPORTED: https://geckwiki.com/index.php?title=GetWeaponType This does such a fundamental change to how the weapon is handled, you have to wonder why would I even allow it to be changed, but up to you 6: Animation Mult 7: Reach (melee) 8: Weapon Flags 1 TOTALLY UNSUPPORTED: https://geckwiki.com/index.php?title=SetWeaponFlags1 You can't use this to set a particular flag while keeping the rest, you'd have to set a bitmask with all the ones you need at once! Anyways... 9: Hand Grip UNSUPPORTED (-1 - ???) 10: Ammo Use per shot 11: Reload Anim UNSUPPORTED (-1 - 22) 12: Min Spread 13: Spread (unused?) 14: Aiming FOV 15: VATS to hit chance (to knock it off the NPC's hands) 16: Attack Anim UNSUPPORTED (-1 - ???) Good luck if you set a looping attack anim without the automatic flag, or viceversa 17: Projectile Count 18: Embedded Weapon AV UNSUPPORTED (0 - 6) 19: Min Range (for the AI) 20: Max Range (for the AI) 21: On Hit Behaviour. values: 0: Normal Formula Behaviour 1: Dismember Only 2: Explode Only 3: No Dismember/Explode 22: Weapon Flags 2 TOTALLY UNSUPPORTED: https://geckwiki.com/index.php?title=SetWeaponFlags2 See 8, basically just mod those somewhere else if you have to 23: Attack Animation Mult 24: Fire Rate 25: Action Point Cost 26: Aim Arc 27: Skill UNSUPPORTED (33 Big Guns, 34 Energy, 35 Expl, 38 Melee, 41 Guns, 45 Unarmed, or whatever < 76 if YDGAF) 28: Limb Damage Mult 29: Resist Type (18 DR, 19 Poison, 20 Rad, 52 Fire, 58 Electric, 59 Cold, 60 Energy, 61 EMP, or whatever < 76) 30: Sight Usage (for the AI) 31: Semi-Auto Fire Delay Min 32: Semi-Auto Fire Delay Max 33, 34, 35: Mod Effects 1 to 3 UNSUPPORTED: https://geckwiki.com/index.php?title=GetWeaponItemModEffect 36, 37, 38: Mod Values 1 to 3 UNSUPPORTED, you better hope they are suitable to the above! 39: Required Strength 40: Modded Reload Anim, see 11 41: Kill Impulse 42: Impulse Distance (not sure it does anything?) 43: Required Skill level 44: Critical Damage 45: Critical Chance Mult 46: Critical Effect on death only (0 - 1) 47: VATS Melee special attack required skill level (typically 50) 48: VATS Melee special attack Damage Mult 49: VATS Melee special attack AP cost 50: VATS Melee special attack is silent (unused?) 51: VATS Melee special attack requires mod (wut?) 52: Detection Sound level. values: 0: Loud 1: Normal 2: Silent