Editing Object Mod

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 72: Line 72:
* 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.
* 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 form keyword 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.

Please note that all contributions to the Fallout4 CreationKit Wiki are considered to be released under the Creative Commons Attribution-ShareAlike (see FalloutCK:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)