Difference between revisions of "Object Mod"

3 bytes added ,  04:55, 15 January 2018
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imported>M3rvin
imported>M3rvin
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* 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 form keyword 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 forms' keywords 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.
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