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The Object Mod form creates entries that allow items to be upgraded at a workbench.
The Object Mod form creates entries that allow items to be upgraded at a workbench.
The [[Object Mod]] [[:Category:Object Classes|object]] is found within the [[Object Window]] under the [[:Category:Items|Items Category]].


== Editor Dialog ==
== Editor Dialog ==
[[File:Object Mod Editor.png]]
[[File:Object_Mod_Editor.png]]
*{{Template:Editor:Property:ID}}
*{{Template:Editor:Property:ID}}
*{{Template:Editor:Property:Name}}
*{{Template:Editor:Property:Name}}
*{{Template:Editor:Property:Model}} This will be added to the specified attach point. For example, attaching a scope to the receiver of a weapon. This is not typically used for armor mods.
*{{Template:Editor:Property:Model}} This will be added to the specified attach point. For example, attaching a scope to the receiver of a weapon. This is not typically used for armor mods.
*{{Template:Editor:Property:Desc}}
*{{Template:Editor:Property:Description|property=Desc}}
*'''Target Type:''' Determines what kind of object this upgrades and which property modifiers may apply.
*'''Target Type:''' Determines what kind of object this upgrades.
**'''Actor:''' The property modifiers which will apply to an [[Actor]] object.
**'''Actor:'''
**'''Armor:''' The property modifiers which will apply to an [[Armor]] object.
**'''Armor:'''
**'''Furniture:''' The property modifiers which will apply to a [[Furniture]] object. ''This is probably power armor.''
**'''Furniture:''' ''This is probably power armor.''
**'''Weapon:''' The property modifiers which will apply to a [[Weapon]] object.
**'''Weapon:'''
*'''Loose Mod:''' The optional [[MiscItem]] that appears in the player's inventory when this mod is not attached. If not provided, the mod must be constructed each time it is attached.  See Notes.
*'''Loose Mod:''' The optional [[MiscItem]] that appears in the player's inventory when this mod is not attached. If not provided, the mod must be constructed each time it is attached.  See Notes.
*{{Template:Editor:Property:Priority}}  
*{{Template:Editor:Property:Priority}}  
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*'''Attach Parent Slots''':  The attach points that are a part of this mod.  For example, a gun receiver may have attach points for a barrel, grip and scope.  These attach points must be part of the 3D model associated with the mod. The "Collect from 3D" button will find the attach points defined in the NIF and for each one, create a new attach point keyword and add that keyword to the Object Mod's parent slots list.  You will be prompted for a prefix to use when naming the attach points.  The names of the attach points in the model start with "P-" which are replaced by the prefix you provide.  For example, if the model contains the prefix "P-Grip" and you specify the prefix "ap_gun", the attach point will be named "ap_gun_Grip".  
*'''Attach Parent Slots''':  The attach points that are a part of this mod.  For example, a gun receiver may have attach points for a barrel, grip and scope.  These attach points must be part of the 3D model associated with the mod. The "Collect from 3D" button will find the attach points defined in the NIF and for each one, create a new attach point keyword and add that keyword to the Object Mod's parent slots list.  You will be prompted for a prefix to use when naming the attach points.  The names of the attach points in the model start with "P-" which are replaced by the prefix you provide.  For example, if the model contains the prefix "P-Grip" and you specify the prefix "ap_gun", the attach point will be named "ap_gun_Grip".  
*'''Object Modifiers''':  Only enabled when the Mod Collection checkbox is selected.  This is the list of mods that make up the mod collection.  Right-click in the list to add/remove entries.  Modify entries using the Object Modifier Data panel to the right.
*'''Object Modifiers''':  Only enabled when the Mod Collection checkbox is selected.  This is the list of mods that make up the mod collection.  Right-click in the list to add/remove entries.  Modify entries using the Object Modifier Data panel to the right.
*'''Property Modifiers''': The properties that will be changed when this mod is applied (e.g., weight, damage resistance, color, etc.). Entries in this list are edited using the "Property Modifier Data" panel in the third column. To add a new one, right-click in the list and choose new. See the Operations Section for the specific operations to choose from. See the Notes Section about a glitch with this dialog.
*'''Property Modifiers''': The properties that will be changed when this mod is applied (e.g., weight, damage resistance, color, etc.). Entries in this list are edited using the "Property Modifier Data" panel in the third column. To add a new one, right click in the list and choose new. See the Notes Section about a glitch with this dialog.
**'''ebBodyPart''':
**'''ebBodyPart''':
**'''bautomatic''': Used in receivers. Boolean value. True for automatic.
**'''bautomatic''': Used in receivers. Boolean value. True for automatic.
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**'''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.
**'''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''':
**'''piBashImpactDataSet''':
**'''piForcedInventory''': Adds and equips armor or weapons on an Actor without building an additional object template on the armor record. This allows you to have special effects NIFs at various attach points on the armor object or equip additional weapons onto actors such as vertibirds or turrets. Like all objects with attach points keywords, the armor and actor NIFs the effect is attaching to must have the node points set up on the model.
**'''pkKeywords''': Adds or removes keywords from the object being modded. Does not work for all types of keywords.  For example, you cannot use this property to dynamically add attach points to armor (or remove them).
**'''pkKeywords''': Adds or removes keywords from the object being modded. Does not work for all types of keywords.  For example, you cannot use this property to dynamically add attach points to armor (or remove them).
**'''pmBlockMaterial''':
**'''pmBlockMaterial''':
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*'''Recipes''': This is where all the [[Constructible Object]] forms that can create this mod will be listed. Appears to be informational only.
*'''Recipes''': This is where all the [[Constructible Object]] forms that can create this mod will be listed. Appears to be informational only.
*'''Mod Collection''': An Object Mod record can either be used to define a single mod or to define a collection of mods.  When filling out an [[Object Template]], if you specify a mod collection, the mod that will be applied is randomly chosen from the collection (subject to any specified level restrictions).  Think of it as a simplified version of [[LeveledItem]] but for Object Mods.
*'''Mod Collection''': An Object Mod record can either be used to define a single mod or to define a collection of mods.  When filling out an [[Object Template]], if you specify a mod collection, the mod that will be applied is randomly chosen from the collection (subject to any specified level restrictions).  Think of it as a simplified version of [[LeveledItem]] but for Object Mods.
*'''Legendary Mod''': Allows the object to be marked with a star in the UI and the effects to be classified as legendary with the right keywords and attach point. Checking the box does not automatically add the object to any [[LeveledItem]], [[Instance Naming Rules]], or the game's legendary [[Array Reference|Array]].
*'''Legendary Mod''':
*'''Object Modifier Data'''
*'''Object Modifier Data'''
**'''Filter''': Used to narrow the list of Object Mods that will appear in the Object Mod drop-down.
**'''Filter''': Used to narrow the list of Object Mods that will appear in the Object Mod drop-down.
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**'''Optional''':  
**'''Optional''':  
**'''Use All''':
**'''Use All''':
== Operations ==
* '''Set''': Sets a specific value. Used to set keywords, booleans, color remapping indices, zoom data, etc.
* '''Add''': Adds a value to the base value. Used to add actor values, keywords, physical damage resistance ratings, damage types, etc.
* '''Mul+Add''': Multiplies the value against the base value and then adds to the base value. The new value is then calculated against all other modifications when the item is upgraded.
* '''Rem''': Removes a value from the base value. Used to remove keywords.


== Notes ==
== Notes ==
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* If the conditions for creating a mod are not met, but there is already an instance of the loose mod in the player's inventory, the mod will appear as an option at the workbench but when trying to apply it, the player will be told they lack the necessary requirements
* If the conditions for creating a mod are not met, but there is already an instance of the loose mod in the player's inventory, the mod will appear as an option at the workbench but when trying to apply it, the player will be told they lack the necessary requirements
* At the workbench, object mods appear in ascending order based on the value (in caps) of their associated loose mods.  Object mods without loose mods appear at the end of the list in alphabetical order.
* At the workbench, object mods appear in ascending order based on the value (in caps) of their associated loose mods.  Object mods without loose mods appear at the end of the list in alphabetical order.
* If an armor piece has multiple attach point keywords associated with it, the attached object mods appear in ascending order based on the object mod's FormID.  One can change the order by directly editing the FormList "do_ModMenuSlotKeywordList", or alternatively injecting the forms' keywords into the FormList via Papyrus script.
* All of the mods in a mod collection must have the same attach point.
* All of the mods in a mod collection must have the same attach point.
* Mod associations are ignored when a mod is selected from a mod collection.
* Mod associations are ignored when a mod is selected from a mod collection.
* If you associate a miscellaneous item with a mod collection it will appear in the crafting menus.
* To be functional in game, legendary mods must be added to the main LegendaryItemQuest's script [[Array Reference|Array]] and those with new names other than the default must be added to Ruleset 0 of the [[Instance Naming Rules]]. See [[MergeWith]] and Instance Naming Rules. Modders with access to the DLCs have examples of both scripts necessary.


== See Also ==
== See Also ==
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[[Category:Editor Reference]]
[[Category:Editor Reference]]
[[Category:Object Classes]]
[[Category:Object_Classes]]
[[Category:Items]]
[[Category:Items]]

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