Borderlands 2 Gun Mods
Brands[edit]
Borderlands 2 features many brands of Weapons, Shields, and Class Mods, all with their own special features and unique looks, as well as some brands dropped from the original game and one added. It’s not just a stats game anymore; you will most likely find a brand you tend to gravitate towards for some reason or another. Changes in brands from 1 to 2:
May 7, 2019 - Red Text Weapons in Borderlands 2 are a unique weapon rarity, that. Fastball (Grenade Mod). Throws two guns like a Tediore weapon.
• Atlas Corporation no longer exists (out of business after General Knoxx DLC).
• S&S Munitions has been replaced by Bandit weapons.
• Eridian weapons are now fused into E-Tech technology, found in various other brands. Note that the Eridian Brand still exists, but now found in the form of Artifacts. All artifacts are made by Eridian. Also note that Pistols and Revolvers have been combined into only Pistols.
Weapon Brands[edit]
As mentioned, now weapons are much more identifiable because of special attributes certain brands have, so some players may drift toward weapons that suit their play style, as well as use weapons that work in combination with their character skills. For example, a Siren building down her elemental tree may prefer Maliwan for the most elemental effects, or a Commando may prefer Dahl for their good accuracy, burst fire and great normal damage.
• Bandit (SMG’s, Assault Rifles, Shotguns, Pistols, Rocket Launchers) - Always have extended magazines, far surpassing any other manufacturer for amount of bullets.
• Dahl (SMG’s, Assault Rifles, Pistols, Sniper Rifles) - Are automatic fire when fired from the hip and burst fire when scoped.
• Hyperion (SMG’s, Sniper Rifles, Pistols, Shotguns) - Accuracy increases as you shoot more bullets, also reducing its recoil.
• Jakobs (Shotguns, Snipers, Pistols, Assault Rifles) - Have the highest normal damage weapons and fire as fast as you can pull the trigger.
• Maliwan (SMG’s, Pistols, Sniper Rifles, Rocket Launchers) - Have the best elemental damages and percentages of bonus effects.
• Tediore (SMG’s, Pistols, Rocket Launchers, Shotguns) - Have the fastest reloads of any manufacturer, instead of reloading the weapon, it is thrown, dealing explosive damage with a small area of effect for normal weapons and elemental damage for elemental weapons with a small area of effect.
• Torgue (Assault Rifles, Shotguns, Pistols, Rocket Launchers) - Always fire explosive shots with a small area of effect. Also, instead of bullets, they fire mini gyro jets, which start slow but speed up the longer they are in mid-air.
• Vladof (Assault Rifle, Pistols, Rocket Launchers, Sniper Rifles) - Have a high fire rate on its own, even faster with a Vladof barrel, which fires faster the longer you hold down the trigger.
Non-Weapon Brands[edit]
There are two types of Brands that stay out of the gun spectrum of manufacturing:
These manufacturers concentrate more on improving the Shield, Class Mod, and Grenade Mod technology.
Shield Brands[edit]
New shields have also been introduced into the sequel, as well as with specific attribute to specific brands, just like the guns.
• Anshin - Have adaptive qualities, resisting damage to the last element they were hit with. Can have Normal, Fire, Electric, Corrosive, Explosive and Slag resistance.
• Bandit - Give you a “Roid” damage buff when shield is depleted, giving you a set amount of bonus melee damage.
• Dahl - Has the chance to drop a shield booster when damaged, which replenishes part of your own shield when picked up. Cannot pick up shield boosters if you are already at full capacity.
• Hyperion - Have the ability to amplify shots fired when shields are full, taking away some of your shield, but boosting your next shot by a certain amount.
• Maliwan - Can have an elemental nova effect or elemental spike effect. Nova sets off an explosion around you of the elemental type in the shield when shield are depleted. Spike deals elemental damage when coming in contact with an enemy. Spike will not work if you have no shield left.
• Pangolin - Have turtle shields, which offer the highest capacity among all manufacturers but also lower your max health.
• Torgue - Can have explosive nova or explosive spike. Nova releases an explosion around you when shields are depleted and Spike deals explosive damage to enemies that come in contact with you.
• Vladof - Has the ability to absorb bullets that hit your shield. Only takes effect when shield is full and adds whatever round hit you to your total magazine.
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Borderlands 2 Mods Xbox 360 Gun Maker
Hello, this is tsunami, if you like Borderlands 2 weapon mods you might know me, this is a guide, |
containing about all basic and essential things on modding. |
1. |
How to use mods (if you already know how to use mods, skip this part) |
Link to a guide for the Unofficial Community Patch |
https://mentalmars.com/game-news/borderlands-2-unofficial-community-patch/#install |
2. |
You know how to use mods, Now to start modding. |
You should also have Gibbed, The borderlands 2 save editor, it makes somethings alot easier |
###Choosing a weapon### |
It is advised, to use a unique weapon, Unique, Leagendary, Pearlscent, ETC. |
Why? because they have unique barrels, when you mod a gun, such as damage, you mod the barrel |
Other non unique guns, would share the same barrel, such as a white dahl pistol |
if you change something on a white DAHL pistol, all white dahl pistols would be changed. |
So you use a unique weapon, such as the hornet, the hornet has a special barrel no other gun uses, so whatever changes |
you do to that barrel won't affect anything else. |
###Modding Basics### |
How to mod? |
1. Create a txt file (example test.txt) |
2. Open the txt file and write whatever code and/or command you want |
3. Save the txt file |
4. Open the console in the game menu |
5. Use the exec command and execute your txt file (example 'exec test.txt') |
6. Then continue into the game, and your changes will be applied |
How to dump things? |
Open the console, and type obj dump [your code here] |
###set### |
All codes begin with 'set' no matter what you're modding |
###Capitalisation### |
it's very important, if you forgot to use caps somewhere, the entire line of code might not work |
###Setting a custom weapon name### |
This is a simple thing to do |
set [Title Code] [Whatever you want it to say] |
You can take the title code of a unique weapon, which can be found in Gibbed. |
For example, if you want to rename the Logan's gun, to 'Hyperion Pistol' |
You just do [set GD_Weap_Pistol.Name.Title_Hyperion.Title_Legendary_LogansGun PartName Hyperion Pistol] |
When you apply the txt the logan's gun's name will be shown as Hyperion Pistol instead |
And if you want to rename another gun, you just replace the Logan's gun's title code with another gun's title code |
###Setting a custom weapon description### |
Sometimes you see a red text under the weapon card, that's the description |
This is how you change the description to whatever you want |
set [AttributePresentationDefinition] [NoConstraintText] [Your description here] |
You take an AttributePresentationDefinition code of whatever weapon you want to change, and do as shown above |
NoConstraintText should always be after AttributePresentationDefinition code, remenber to put a space between them |
Usually, on 95% of weapons, you just add :AttributePresentationDefinition_8 behind your title code, |
and you get your AttributePresentationDefinition code (remenber no spaces between :AttributePresentationDefinition_8 and title code) |
Example of a AttributePresentationDefition code [GD_Weap_Launchers.Name.Title_Vladof.Title_Legendary_Mongol:AttributePresentationDefinition_8] |
that was the mongol's AttributePresentationDefinition Code. |
Example of changing a weapon description: [set GD_Weap_Launchers.Name.Title_Vladof.Title_Legendary_Mongol:AttributePresentationDefinition_8 NoConstraintText Boom Boom!] |
That code will replace mongol's original red text, with 'Boom Boom!' |
And if you wanna have text on the next line you use <br> |
Boom<br>Boom! |
will display like this on the weapon description |
Boom |
Boom! |
You can also change colors of your texts, by adding a color code. |
By default, all description are red |
but you can add <font color='#FFFFFF'> before a text, to change all text's colors behind the code. |
the code #FFFFFF is white, you can change the code, to change text to other colors |
here's a web based helper for colors |
Link: http://www.rapidtables.com/web/color/RGB_Color.htm |
you can pick a color, and the color code will display on the webpage. |
and of course, you can have multiple color codes, for multi-colored texts |
you just do: He<font color='#FFFFFF'>ll<font color='#6D9269'>o |
the first part 'He' will be red by default, 'll' will be white, and 'o' will be green. |
You can have diffirent colors on every character, and rainbow text is possible. |
#########Weapon Attributes######### |
Finally, let's start talking about changing the stats on a weapon |
Most attributes is applied to the barrel, and will only work that way |
There's a lot of attributes, and five types of attributes |
WeaponAttributesEffects |
ExternalAttributeEffects |
ZoomWeaponAttributeEffects |
ZoomExternalAttributeEffects |
AttributeSlotUpgrades |
###Now WeaponAttributeEffects are for the most common attributes (Damage, Firerate, Recoil, ETC)### |
This is what an attribute looks like |
D_Attributes.Weapon.WeaponDamage |
The attribute above is for weapon damage, the base damage (not bonus explosive, or elemental) |
###Values and scale### |
these are the numbers that you change on the attribute |
example |
((AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponDamage',ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=2.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)) |
In the example, the BaseValueConstant is set to 2.000000, that means it will +200% weapon damage on the weapon you apply it to, multiplying the damage by two. |
and BaseValueScaleConstant is set to 1.000000, BaseValueScaleConstant multiplies the BaseValueConstant, if BaseValueScaleConstant set to 1, and BaseValueConstant is set to 2, 2x1=2, if BaseValueScaleConstant is set to 5, it would be 5x2=10 |
and the BaseValueConstant would be multiplied to 10 instead. |
You can also use negative values, such as -0.500000 to to lower a weapon's damage by half |
###Balancing Brackets### |
(( and )), all weapon attributes have them. if you have them unbalanced, example having (( in the front and ) in the back, the code won't work. |
###Full Example and format### |
Example of a full single WeaponAttributeEffects applied to a weapon. |
set GD_Weap_Launchers.Barrel.L_Barrel_Vladof_Mongol WeaponAttributeEffects ((AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponDamage',ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=2.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)) |
That example above multiplies the Mongol's base damage by 200% |
Example of adding multiple WeaponAttributeEffects on a weapon |
set GD_Weap_Launchers.Barrel.L_Barrel_Vladof_Mongol WeaponAttributeEffects ((AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponReloadSpeed',ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=-3.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponDamage',ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=2.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000))) |
That example above multiplies the Mongol's base damage 200%, and lowers the reload time by 3 seconds. |
notice the format change, it's important |
for one attributes, the format is : set [barrel code] WeaponAttributeEffects ((attribute here)) |
and for multiple attribute, the format is: set [barrel code] WeaponAttributeEffects ((attribute here)),(attribute here))) |
all attribute after the first one goes like this (attribute here)) |
you also have to add one , between every attribute |
and for every attribute you add, you need one more ) at the end of the last attribute |
for one attribute, it's )) |
two attributes, ))) |
three attributes )))) |
this applies ONLY to WeaponAttributeEffects and ZoomWeaponAttributeEffects. |
###ZoomExternalAttributeEffects and ExternalAttributeEffects### |
These attributes are slightly less common, and have a slightly diffirent format. |
###Example for an ExternalAttributeEffects### |
set GD_Weap_Launchers.Barrel.L_Barrel_Vladof_Mongol ExternalAttributeEffects ((AttributeToModify=ResourcePoolAttributeDefinition'D_Attributes.AmmoResource_Rocket_Launcher.Ammo_Rocket_Launcher_RegenerationRate',ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=0.200000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000))) |
that example applies ammo regeneration to Mongol, the BaseValueConstant is set to 0.2, so it regenerates 0.2 ammo per second |
not percent, just 0.2 ammo per second, that means it will regenerate one shot, every 5 seconds. |
###Example for multiple ExternalAttributeEffects### |
set GD_Weap_Launchers.Barrel.L_Barrel_Vladof_Mongol ExternalAttributeEffects ((AttributeToModify=ResourcePoolAttributeDefinition'D_Attributes.AmmoResource_Rocket_Launcher.Ammo_Rocket_Launcher_RegenerationRate',ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=0.200000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.GameplayAttributes.FootSpeed',ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000))) |
and that example above still regenerates 0.2 ammo a second, whild +100% doubling the player's movement speed. |
Notice the format diffirence between single attribute, and multiple |
the format for one ExternalAttributeEffects OR ZoomExternalAttributeEffects is like this: |
set [barrel code] ExternalAttributeEffects ((attribute here))) |
and the format for multiple ExternalAttributeEffects OR ZoomExternalAttributeEffects is like this: |
set [barrel code] ExternalAttributeEffects ((attribute here)),(attribute here))) |
although the format seems the same as WeaponAttributeEffects |
the diffirence is, no matter how many ExternalAttributeEffects OR ZoomExternalAttributeEffects you have |
you always have ))) at the very end on the last attribute. |
The coding format for WeaponAttributeEffects, and ZoomWeaponAttributeEffects, are the same |
and the coding format for ExternalAttributeEffects, and ZoomExternalAttributeEffects, are the same |
###AttributeSlotUpgrades### |
This is the most simple type of attributes, shortest, and somewhat inaccurate |
###Example### |
set GD_Weap_Launchers.Barrel.L_Barrel_Torgue_Nukem AttributeSlotUpgrades ((SlotName='WeaponMagSize',GradeIncrease=20,bActivateSlot=True)) |
That example above increases the nukem's magazine size |
but why did i say inaccurate? because how it does things is quite weird, i don't know exactly how much is increased,you have to test it |
Also, you can't use numbers like 0.500000 like you can do with other attribute types, only full numbers, 1,2,3 ETC. |
And if you're trying to make things perfect, like making a magazine size exactly 50, you may get stuck between 51 and 49 |
###Format:### |
for one AttributeSlotUpgrades, its: set [barrel code] AttributeSlotUpgrades ((Attribute here)) |
for multiple, such as three: |
set [barrel code] AttributeSlotUpgrades ((Attribute here),(Attribute here),(Attribute here)) |
you can also see the format diffirence with other types of attributes |
###What are Zoom Attributes?### |
It's very simple ZoomWeaponAttributeEffects and ZoomExternalAttributeEffects |
are attributes only applied when you're Zooming in/Aiming down sights with the weapon |
But normal attributes, when applied will effect the weapon, even while zooming in |
you can counter attributes by setting an exact opposict zoom attribute |
such as +200% damage with WeaponAttributeEffects |
and -200% damage with ZoomWeaponAttributeEffects |
and when you zoom in, the weapon's damage will be back to normal, because you countered it with the Zoom attribute |
it works also for ExternalAttributeEffects |
Note than you can't do zoom attributes with AttributeSlotUpgrades |
###We're coming to an end on the attributes, and here's a few final notes### |
.Never use an attribute from WeaponAttributeEffects on ExternalAttributeEffects, or vice versa, they may look simular |
but they can't work with eachother |
.Most of attributes, you just change BaseValueConstant, but on some very few, such as ProjectilesPerShot, you change the BaseValueScaleConstant instead. |
.If you want to apply something on an attribute, the Scale and the Value both has to have a value or a negative value, if you set Value to 1, and ScaleValue to 0 |
1x0=0! and you get nothing. |
.To add multiple attributes on one part, use one line of code! with two the second will overwrite the first line. |
########Adjusting Parts on a weapon######### |
Some weapon's Parts are locked, like, you cannot get a bandit grip on a infinity pistol, because the game will delete it. |
by TXT modding, you can loosen up somethings, but you still won't be able to put a shotgun barrel on a pistol. |
###Example### |
set GD_Weap_Pistol.A_Weapons_Legendary.Pistol_Vladof_5_Infinity:WeaponPartListCollectionDefinition_107 GripPartData (bEnabled=True,WeightedParts=((Part=WeaponPartDefinition'GD_Weap_Pistol.Grip.Pistol_Grip_Bandit',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2))) |
See on the example above, it allows the infinity to have a Bandit grip, because it's editing grips, you put GripPartData there, if it's barrel it's BarrelPartData there |
same goes for all parts, except that you can't change the body and material, or put parts from other types of weapons (such as shotgun) on the pistol. |
Also there's only one grip in that example, that means it will also disallow all other grips, that means it will DELETE existing infinitys with other grips, |
and allow only the bandit grips. |
So how do you allow more grips? you just add more behind the first one, |
the format is: set [CollectionDefinition code] ((Grip code here),(Grip code here),(Grip code here))) |
again, always ))) at the very end of the last part code. |
###What about other parts?### |
Well you can't put two diffirent types of parts in one line |
the format is same, say if you want to change sights allowed you just switch GripPartData with SightPartData, and put sight codes instead of grip codes behind it |
same goes for every part, and again, you can't change the body and material. |
###The PartListCollectionDefinition code, how do you get this?### |
you dump the balance code, which you can find in a weapon, in gibbed. |
every weapon has a diffirent one, so if you don't have it already, you have to dump it and find that code in the dump. |
#########Skins######### |
There are multiple ways to have a diffirent skin on your weapon |
Skins are all about the material codes |
the first and most simple method is setting a parent |
###Example### |
set Common_GunMaterials.Materials.Shotgun.Mati_HyperionRare_SG Parent Common_GunMaterials.Materials.Shotgun.Mati_HyperionLegendary_SG_ConferenceCall |
That example above sets the Conference call skin as the skin for a rare hyperion shotgun, which will kinda mix the two skins together. |
###Wait, what are these 'Common_GunMaterials' code?### |
they're not the material codes you find directly in gibbed, you get them by dumping the material code in gibbed, the 'GunMaterials' code is inside the dump. |
And the second method, which is replacing the entire material with another, instead of mixing the two |
Now this method is somewhat more limited |
###Example### |
set GD_Weap_Launchers.ManufacturerMaterials.Mat_Vladof_5_Legendary Material MaterialInstanceConstant'Common_GunMaterials.Materials.Launcher.Mati_VladofEpicRL' |
Note that you use the material code for the one you wanna replace, and GunMaterials code for the one you wanna replace with |
That example above replaces the mongol's skin with a Vladof Epic RL |
and that would work out very well, because it's the same weapon type from the same manufacturer. |
but if you apply a skin from a DAHL SMG to mongol, a rocket launcher, it would work very badly, |
the skin would be messed up, and you might have a hard time identifying what it is |
here's how good skins would work applied on another weapon: |
Diffirent weapon type = very badly |
Same weapon type, diffirent manufacturer = somewhat ok |
Same weapon type, same manufacturer = good |
there's also the third way, the most free and complex method, custom skins, you can see the detailed custom skin guide, by Dave |
Link: https://github.com/BLCM/BLCMods/blob/master/Borderlands%202%20mods/Dave/DAVE'S%20BL2%20SKIN%20MODDING%20GUIDE.pdf |
And that's about all the basics and essentials you need for your first weapon mod, have fun, and keep modding! |
-Tsunami |
Have any questions? add me on discord, @Tsunami7900 |
Borderlands 2 Community Patch Mods
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