Difference between revisions of "Object Mod"

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(→‎Editor Dialog: Explained "Attach Parent Slots")
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:* Furniture (Probably Power Armor)
:* Furniture (Probably Power Armor)
:* Weapon
:* Weapon
* '''Loose Mod''': What [[MiscItem]] this mod uses when not 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.
* '''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.
* '''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''':

Revision as of 15:49, 5 February 2017

Papyrus: ObjectMod Script

The Object Mod form creates entries that allow items to be upgraded at a workbench.

Editor Dialog

File:Object Mod.png

  • ID: The editor ID which is used by the Creation Kit.
  • Name: The display name for this mod.
  • Model: The mesh (NIF) that will be added to the specified attach point. For example, attaching a scope to the receiver of a weapon. Not typically used for armor mods.
  • Desc: The text description of what this mod does.
  • Target Type: Determines what kind of object this upgrades.
  • Actor (Unknown)
  • Armor
  • Furniture (Probably Power Armor)
  • 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.
  • 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:
  • 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. If more than one keyword is provided, the item to be modded must have all of the given 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 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:
  • Property Modifiers: This is where you list the effects that applying the mod has. This works with the "Property Modifier Data" widget in the third column. To add a new one you right click and choose new. See Notes Section about a glitch with this dialog.
  • ebBodyPart:
  • fColorRemappingIndex:
  • fweight: Weight value added to the object's total weight.
  • iaddonindex:
  • irating:This is the value for physical damage resistance.
  • ihealth:
  • ivalue: This is how much, in caps, is added to the total value of the object this mod is being attached to.
  • 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:
  • pkKeywords: Keywords from this object mod that is applied to the list of keywords of the object this object mod is being applied to.
  • pmBlockMaterial:
  • pwMaterialSwaps: Allows a Material Swap to be applied (or removed).
  • vaActorValues:
  • vdDamageTypeValues:A drop down to select one of the games many damage types. In the case of armor for example, if you want to add radiation resistance, you choose its damagetype here.
  • Recipes: This is where all the Constructible Object forms that can create this mod will be listed. Appears to be informational only.

Notes

  • If you have created a new category of mod, the Attach Point must be listed in the FormList do_ModMenuSlotKeywordList or else the category will never be displayed at the workbench. The best way to add this would be via AddForm - FormList as to not conflict with other mods modding that form list.
  • An object mod must have a Constructible Object recipe for it to be listed in-game. It does not need to require any materials, it just needs to exist.
  • Sometimes the Property Modifiers area does not properly focus and choosing New seems to attempt to create an "Attach Parent Slot" instead. Add the Editor ID and Name, click OK to close the dialog, then re-open it and it seems to be OK.
  • The object you select for Loose Mod will turn all objects of that type into a valid thing to be used to re-apply this mod to something. For example, if you choose BaseBall here, if you have any baseballs in your inventory it will be listed as a mod you have and can be applied for free.

See Also