ConfigurableWeaponData
Config-driven weapon editor: each parameter in configurableweapondata.cfg becomes editable in the unit editor's weapon Data tab. Range, size, cooldown, spread, reload, melee force, projectile damage/s
About this mod Machine translation
ConfigurableWeaponData
Added a complete data panel for each equipped weapon in the class editor. All parameters are in
Defined in BepInEx/config/configurableweapondata.cfg, the parameters that appear on the weapon data page can be edited.
Function
- In the weapon "data" page of the class editor, replace the original placeholder content with the configuration-driven parameter line
-Rebuild the preview weapon in real time after modification, which takes effect immediately
- Parameters are saved with the unit and automatically applied in test scenarios and all combat scenarios
- The parameter list is scrollable and the save button is permanently visible
- Display the original value of the weapon/projectile in the line as the initial value
Editable parameters
ranged weapons
- Range, Attack Angle, Cooldown
- Random Min / Random Max random cooling upper and lower bounds
- Spread, Reload Time
- Proj Force projectile thrust, Multi-shot Delay burst interval
- Proj Count the number of bullets in a single shot, Mag Size the magazine capacity
- Recoil / Torso Recoil
- Size X / Y / Z weapon three-axis size multiplier
Projectile
- Proj Damage, Proj Impact impact multiplier, Proj Team Damage friendly damage ratio
- Proj Speed, Proj Gravity, Proj Drag
- Proj Vel Spread, Proj Aim Assist tracking intensity
- Proj Size X / Y / Z projectile three-axis size magnification
melee weapons
- Range attack distance, Swing Angle, Cooldown
- Curve Force swing impulse, Damage, Impact multiplier
- Parry Power block threshold
- Size X / Y / Z weapon three-axis size multiplier
Install
- Install BepInExPack_TABS
- Install this mod to BepInEx/plugins/ConfigurableWeaponData/
- Start the game and enter the troop editor
use
- Click on the equipped weapon in the unit editor to open the data page
- Click the parameter value to enter a new value and press Enter to confirm; the preview will be refreshed immediately.
- Click "Save Weapon Data" to save the weapon data
- After saving the unit, the modified weapon attributes will automatically take effect in testing and combat scenarios.
Configuration
BepInEx/config/configurableweapondata.cfg — Default, minimum/maximum values for each parameter are in
Parameters are listed in each subsection. The parameter collection itself is defined in ParamRegistry and can be added or deleted as needed.
data storage
Weapon data for each unit is stored in:
BepInEx/plugins/ConfigurableWeaponData/weapons.json
- Parameters changed back to default values are automatically cleared when saving
- When a unit is deleted, the corresponding data file is automatically deleted
Things to note
- All parameters can be freely entered with any value (including negative numbers), and the range is no longer limited; out-of-bounds values are handled by the game itself
- Remote weapons support Summon Unit: click to reuse the riding selection list to select a unit as a summon. When firing, the projectile will no longer be fired, but the unit will be summoned.
- Summons and projectiles are mutually exclusive: selecting the summoned object will clear the projectile, and re-selecting the projectile will clear the summoned object.
- The size parameter is a ratio relative to the original size of the weapon and is independent by axis.
- Projectile parameters apply to every projectile fired by this weapon
- Occasionally, due to force majeure factors, values cannot be edited: at this time, click the "Color" menu next to it, and then switch back to the "Data" menu to restore it.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: