Thanks for that, I haven't found anything with ammo regen and I was wondering what might add that. I think I've just about figure out the basics on class mods, I'll post my theories and anyone else can feel free to test them.
It seems that the sides are the main stat boosters. I'll post an example:
gd_CommandDecks.LeftSide.leftside[x][y]
x being a number, y being a letter (I've seen none, b, and c, a may also be possible)
The left side seems to determine the skills the mod boosts, and by how much it boosts them. The right side seems to boost only the top modifier. (I.E., Mord's Sniper mod boosts Sniper Rifle Critical Hit Damage, Focus, Caliber, and Carrion Call in that order. The left side will modify the skills, which are the 2nd through 4th lines, the right side will modify the stat, the top line.)
x is the boost, essentially. It seems to cap out at 6, I haven't tried any higher but 6 was the highest number I saw in the localization/INT folder. This makes the bonuses on the item better, and adds more skill boosts it seems. (a 1 will boost only 1 skill, upping it to 6 boosts all 3 possible skills)
y, the letter, when on an item, determines which skill is the "main" skill, between the three skills it can possibly modify. I.E., for the left side on my Mord's Sniper mod, adding 6b makes Caliber the +3, leaving Focus and Carrion Call at +2, for a Quality 2 (level 20-30) mod. A simple 6 had Focus as the +3, and the other two at +2.
Then, the material seems to add the 5th mod. I found a Jakobs Sniper mod with the material line ending in Jakobs_2, and it gives sniper accuracy. My other class mod has None in the material slot and has no 5th mod. Also, the above build is a Jakobs_3 with Ammo Regen which further supports this theory.
I have not yet found a way to add all 6 mods, or to swap, say, Carrion Call for Ammo Regen, but with this much info so far, once tested and confirmed, we're well on our way to making decent class mods.
[Edited by Erwing, 11/8/2009 9:28:10 PM]
[Edited by Erwing, 11/8/2009 9:28:55 PM]