Difference between revisions of "Talk:Object Mod"
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The editor dialog image has a non-neutral background. Should be fully cropped or the creation kit background color.--[[User:Scrivener07|Scrivener07]] ([[User talk:Scrivener07|talk]]) 2016-07-17T21:20:39 (EDT) | The editor dialog image has a non-neutral background. Should be fully cropped or the creation kit background color.--[[User:Scrivener07|Scrivener07]] ([[User talk:Scrivener07|talk]]) 2016-07-17T21:20:39 (EDT) | ||
The previous note on attach points indicated that they must appear in the do_ModMenuSlotKeywordList, but I'm working on an armor mod that has introduced several new APs and even though I have not added them to the FormList, they show up in game just fine (albeit in a random order at the end of the pre-existing APs). I transferred the remaining information in the old note to the Attach Points entry on the Keyword page and then replaced this note with a reference to that entry.[[User:Bug64]]2017-12-02 | |||
== Target Mod Association Keywords == | == Target Mod Association Keywords == |
Revision as of 10:09, 12 February 2017
The editor dialog image has a non-neutral background. Should be fully cropped or the creation kit background color.--Scrivener07 (talk) 2016-07-17T21:20:39 (EDT)
The previous note on attach points indicated that they must appear in the do_ModMenuSlotKeywordList, but I'm working on an armor mod that has introduced several new APs and even though I have not added them to the FormList, they show up in game just fine (albeit in a random order at the end of the pre-existing APs). I transferred the remaining information in the old note to the Attach Points entry on the Keyword page and then replaced this note with a reference to that entry.User:Bug642017-12-02
Target Mod Association Keywords
Regarding Target Object Mod Association Keywords. I added the information regarding what happens when multiple keywords are provided based on the following observation. I had an OMOD targeted to a piece of lite armor and it worked fine. I later added a second keyword for heavy armor, hoping it would make the mod available to both but instead, it became available to neither. I removed the lite keyword, which made then item available to the heavy armor and applied the omod to the heavy armor. I then re-applied the lite keyword. In game, the mod remained attached to my heavy armor but when i checked in the workbench, it was grayed out (meaning it was no longer available). User:Bug64 2017-01-08
Priority
I'm not sure what priority does. At first I thought it controlled the order in which OMODs are applied, but i did a test where I applied 2 conflicting OMODs to a piece of armor. Only the first one took effect. I changed the priority both ways (mod1>mod2 and mod2>mod1) but there was no change. I also checked to see if it impacted the order in which the OMODs appeared at the workbench, but no change their either. User:Bug64 2017-02-07