Difference between revisions of "Object Mod"

110 bytes added ,  11:14, 8 January 2017
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→‎Editor Dialog: Noted what happens when more than one mod association keyword is provided
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imported>Google12
m (→‎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 high priorities overriding lower.  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.
* '''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.
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