This guide assumes you are familiar with Gibbed's Save Editor for Borderlands 2 which can be found here: http://www.xpgamesav...t/#.UI4Ed4Zp7-J This guide was designed to explain how to create powerful, including hybrid, items in the editor and explain any nuances involved in the Borderlands 2 item system. Weapons Here's a 'mostly' comprehensive guide on how to mod weapons, including hybrid (black) weapons. Spoiler 1) Pick a manufacturer. Manufacturers determine weapon characteristics. Spoiler Bandit = Large Clip, Dahl = Burst Fire, Hyperion = Accuracy/Reverse Recoil, Jakobs = High Damage/Semi-Auto, Maliwan = Elemental Damage, Tediore = Grenade Reloads, Torgue = Gyrojets, Vladof = Increase Fire Rate 2) Pick a gun type. I prefer pistols because they have the most mod slots. Each gun type has their own characteristics. Spoiler AR = High ROF/Moderate Damage, Launcher = Rockets/Low Clip/Low ROF/Slow Reload, Pistol = Low Clip/Medium ROF, Shotgun = Pellets/Reduced Damage/Low Clip/Low ROF, SMG = High ROF/Large Clip, Sniper = High Damage/Low Clip/Low ROF. 3) Assign 'Type' according to 1 and 2. 4) Always select 'Balance' as '4_VeryRare' for the final modded weapon to maximize stats. 5) Assign 'Manufacturer' according to 1. 6) Assign item level in the blanks 'Manufacturer Grade' and 'Game Stage'. 7) Assign a 'Body', 'Grip', 'Barrel', 'Sight' and 'Stock' according to the following criteri Spoiler a) These parts may be from any manufacturer. Assigning a 'Body' from another manufacturer than declared in 'Type', 'Balance' and 'Manufacturer' will cause your weapon to be black. This does not apply to 'Grip', 'Barrel', 'Sight' or 'Stock'. Caveat: assigning a legendary or unique 'Barrel' without the corresponding 'Type', 'Balance' and 'Manufacturer' will also cause your weapon to be black. Selected parts affect the look of your weapon. In particular, 'Body' defines the bullet chamber area, ie. Hyperion Pistols have neck 'spine' like bodies. c) 'Sight' selection determines the level of zoom of your scope and the type of scoping used: Iron Sight, Red Dot or ACOG. d) 'Stock' is not required for pistols but are necessary for other weapons to look 'complete'. e) Assigning a part from another weapon type will cause your part to not be rendered. This will also cause your weapon to be black. 8) Assign a 'Material'. 'Material' defines the skin (color scheme + pattern) of your gun. Spoiler Selecting a 'Material' outside of your declared manufacturer, weapon type and weapon grade will cause your weapon to be black. Selecting a 'Material' outside of your declared manufacturer and weapon type may cause the skin to be applied incorrectly to the weapon; for example, the manufacturer's insignia may be in the wrong place. Recommend: select a 'Material' within your declared weapon type and manufacturer for optimum results, selecting a 'Material' from a different grade (including legendaries) is OK. 9) Assign a 'Prefix' and 'Title'. 'Prefix' defines the first word/phrase in the gun name. 'Title' defines the second word/phrase in the gun name. Spoiler Set 'Prefix' and 'Title' to 'None' if you would like the game to automatically assign a name upon retrieval of the item from your bank. 10) Assign 'Stock', 'Element', 'Accessory #1' and 'Accessory #2' according to the following rules: Spoiler a) If your weapon 'requires' a 'Stock', assigning a nonstandard 'Stock' will cause your weapon to look 'incomplete'. Assign an element to 'Element' if you would like your weapon to be elemental (Fire, Corrosive, Shock, Slag). Only 1 element can be assigned at a time and must be assigned to the elemental slot. c) Assigning an 'Accessory #2' will cause your weapon to be black. 11) Add hybrid parts to your weapon. Hybrid parts are parts that do not belong in the slot they are assigned to. Assign hybrid parts according to the following rules: Spoiler a) Parts can be exchanged between any of the following slots: 'Body', 'Grip', 'Barrel', 'Sight', 'Stock', 'Elemental', 'Accessory #1', 'Accessory #2' and 'Material'. However, the correct part type must be assigned in the correct slot for the part to be rendered correctly. When assigned, hybrid parts will grant their stats to the weapon, although they may not be rendered 'Elemental', 'Accessory #1', 'Accessory #2' slots can be declared with hybrid parts with no visual impact to the weapon. 'Stock' slot is also available on pistols. c) The quickest way to find powerful hybrid parts to assign is via http://borderlands.w...s_Borderlands_2 . Legendary and Unique weapons frequently have the best implementation of a special effect. The special effect arises from the 'Barrel' of these Legendary and Unique weapons. To find a weapon's barrel, determine the weapon's unique name and manufacturer. Create a new weapon and assign the 'Type' and 'Balance' according to the weapon's unique name and manufacturer. In the drop down list for 'Barrel' find the part ID for the barrel. Copy and paste this part ID into desired slots as a hybrid part. 12) Make sure all black weapons are placed in the 'Bank' or the game will delete them upon initialization. 13) Make sure you have closed the game before saving your save file. Useful Weapon Parts and their Effects Spoiler Gub - Increased Magazine Size GD_Weap_Pistol.Barrel.Pistol_Barrel_Bandit_Gub b**** - Increased Accuracy GD_Weap_SMG.Barrel.SMG_Barrel_Hyperion_Bitch Shredifier - Fire Rate +50% GD_Weap_AssaultRifle.Barrel.AR_Barrel_Vladof_Shredifier HammerBuster - +30% Damage, no increase in ammo consumption GD_Weap_AssaultRifle.Barrel.AR_Barrel_Dahl_HammerBuster Striker - Increased Accuracy, Decreased Spread, no increase in ammo consumption GD_Weap_Shotgun.Barrel.SG_Barrel_Hyperion_Striker Vertical Grip - Small Damage Bonus, x2 multiplier, no increased ammo requirement GD_Weap_Shotgun.Accessory.SG_Accessory_VerticalGrip Jakobs Barrel SG - Small Damage Bonus, +4- +8 pellets, +1 ammo usage GD_Weap_Shotgun.Barrel.SG_Barrel_Jakobs Torgue Barrel SG - Large Damage Bonus, +8- +14 pellets, large ammo consumption 4-9 GD_Weap_Shotgun.Barrel.SG_Barrel_Torgue Jakobs Grip SG - Damage Bonus 15%% GD_Weap_Shotgun.Grip.SG_Grip_Jakobs Bullet Speed - Increases Bullet Speed GD_Weap_AssaultRifle.Accessory.AR_Accessory_Box_BulletSpeed Badaboom - +3 Pellets +Spread, no increased ammo requirement GD_Weap_Launchers.Barrel.L_Barrel_Bandit_BadaBoom Infinity - Infinite Ammo, Reduces Damage, Clip = 1 GD_Weap_Pistol.Barrel.Pistol_Barrel_Vladof_Infinity Laser Doubler - doubles pellet count at the expense of ammo consumption GD_Weap_Pistol.Accessory.Pistol_Accessory_Laser_Double Class Mods Spoiler 1) Pick a Class Mod: http://borderlands.w.../wiki/Class_Mod 2) Assign a 'Type' according to your selection in '1' 3) Assign a 'Balance' according to your selection in '1' and '2'. Recommended: '4_VeryRare' grade for best stats. 4) Select a 'Manufacturer'. Selecting a 'Manufacturer' outside of the standard manufacturers defined in http://borderlands.w.../wiki/Class_Mod may cause your Class Mod to be black. 5) Select an item level and assign it to 'Manufacturer Grade' and 'Game Stage' 6) Assign 'Alpha' to 'Theta' and 'Material' slots according to the following rules: Spoiler a) 'Alpha' slot is designated for the following part type GD_ClassMods.Specialization.Spec . This part type defines your skill bonus stats. Assigning another part type may make your item black. 'Beta' slot is designated for the following part type GD_ClassMods.StatPrimary.PrimaryStat . This part type defines the strength of the first non-skill bonus stat. Assigning another part type may make your item black. c) 'Gamma' slot is designated for the following part type GD_ClassMods.StatPrimary02.PrimaryStat02 ; note the bolded portion of the part id. This part defines the strength of the second non-skill bonus stat. Assigning another part type may make your item black. d) 'Delta' to 'Theta' slots are defined as 'None' for non-hybrid (non-black) class mods. e) 'Material' slot is designated for the following part type: GD_ClassMods.StatPenalty.StatPenalty . This part does not seem to have an effect on the quality of your item. f) Hybrid class mods will be produced by inserting 'hybrid' parts into slots 'Alpha' to 'Material'. The 'standard' parts inserted into these slots are as follows: i) Stat bonuses: Stat bonuses seen at the top of a Class Mod's tooltip can be increased by adding additional stat parts such as: GD_ClassMods.StatPrimary.PrimaryStat_A5_B0_C0 and GD_ClassMods.StatPrimary02.PrimaryStat02_A0_B5_C0 grade 5 parts are recommended to maximize stats. ii) Skill Bonuses: Skill bonus parts are of the type GD_ClassMods.Specialization.Spec followed by up to 3 components 'A', 'B' and 'C' modified by a number '1', '2' or '3' such as GD_ClassMods.Specialization.Spec_AS1_BS2_CS3 . 7) Assign a 'Prefix' and 'Title'. 'Prefix' defines the first word/phrase in the gun name. 'Title' defines the second word/phrase in the gun name. Set 'Prefix' and 'Title' to 'None' if you would like the game to automatically assign a name upon retrieval of the item from your bank. Thanks to blitzxsin for the link to gibbs save editor and thanks to gibbs for making this wonderful editor If it helped click the thanks button and rep!