Difference between revisions of "Object Mod"
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→Editor Dialog: Noted what happens when more than one mod association keyword is provided
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:* Weapon | :* Weapon | ||
* '''Loose Mod''': What [[MiscItem]] this mod uses when not attached. See Notes. | * '''Loose Mod''': What [[MiscItem]] this mod uses when not attached. See Notes. | ||
* '''Priority''': Controls the order in which mods are applied with | * '''Priority''': Controls the order in which mods are applied with larger priority numbers overriding smaller. Assume we have some piece of armor with two mods attached to it: Mod A that adds material swap X and Mod B that removes X. If Mod A has a higher priority, swap X will be added but if B is higher, then X will be removed. | ||
* '''Max Rank''': | * '''Max Rank''': | ||
* '''Lvls/Tier Scaled Offset''': | * '''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. | * '''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. If more than one keyword is provided, the item to be modded must have _all_ of the given keywords. | ||
* '''Filter Keywords: | * '''Filter Keywords: | ||
* '''Attach Point''': Where this mod should attach to the object. Can be thought of as a category or class of mod. | * '''Attach Point''': Where this mod should attach to the object. Can be thought of as a category or class of mod. |