Editing Object Mod

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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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**'''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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* 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.
* 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.
* In order 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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