Object Mod

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Revision as of 13:21, 5 June 2016 by imported>Gurgate (Created page with "The Object Mod form creates entries that allow items to be upgraded at a workbench. File:Object_Mod.png == Values == * '''ID''': The EditorID for this mod. * '''Name''...")
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The Object Mod form creates entries that allow items to be upgraded at a workbench.

File:Object Mod.png

Values

  • ID: The EditorID for this mod.
  • Name: The display name for this mod.
  • Model:
  • Desc: The text description of what this mod does.
  • Target Type: Determines what kind of object this upgrades.
  • Loose Mod: What MiscItem this mod uses when not attached. See Notes.
  • Actor (Unknown)
  • Armor
  • Furniture (Probably Power Armor)
  • Weapon
  • Priority:
  • Max Rank:
  • Lvls/Tier Scaled Offset:
  • Target Mod Association Keywords: To associate mods to what they can mod, put a (and the same) Keyword with type Mod Association here and in the keywords of the object you want to mod.
  • Filter Keywords:
  • Attach Point: Where this mod should attach to the object. Can be thought of as a category or class of mod.
  • Attach Parent Slots:
  • Object Modifiers:
  • Property Modifiers: This is where you list the effects that applying the mod has. This works with the "Property Modifier Data" widget in the third column. To add a new one you right click and choose new. See Notes Section about a glitch with this dialog.
  • ebBodyPart:
  • fColorRemappingIndex:
  • fweight:
  • iaddonindex:
  • irating:
  • ihealth:
  • ivalue:
  • peEnchantments: Allows you to pick an enchantment that contains additional magic effects to be added to this mod. This allows you to have multiple enchantments on an object. Probably only valid with ADD. Select your enchant with the Form dropdown. Enchants should be of type Constant Effect, Self.
  • piBashImpactDataSet:
  • pkKeywords:
  • pmBlockMaterial:
  • pwMaterialSwaps:
  • vaActorValues:
  • vdDamageTypeValues:
  • Recipes: This is where all the Constructible Object forms that can create this mod will be listed. Appears to be informational only.

Notes

  • If you have created a new category of mod, the Attach Point must be listed in the FormList do_ModMenuSlotKeywordList or else the category will never be displayed at the workbench. The best way to add this would be via AddForm - FormList as to not conflict with other mods modding that form list.
  • An object mod must have a construction recipe for it to be listed in-game.
  • Sometimes the Property Modifiers area does not properly focus and choosing New seems to attempt to create an "Attach Parent Slot" instead. Add the Editor ID and Name, click OK to close the dialog, then re-open it and it seems to be OK.
  • The object you select for Loose Mod will turn all objects of that type into a valid thing to be used to re-apply this mod to something. For example, if you choose BaseBall here, if you have any baseballs in your inventory it will be listed as a mod you have and can be applied for free.