Difference between revisions of "Object Mod"
Jump to navigation
Jump to search
m
→Editor Dialog: Explained what happens when a loose mod is not specified
imported>Google12 (→Editor Dialog: Explained "Attach Parent Slots") |
imported>Google12 m (→Editor Dialog: Explained what happens when a loose mod is not specified) |
||
Line 17: | Line 17: | ||
:* Furniture (Probably Power Armor) | :* Furniture (Probably Power Armor) | ||
:* Weapon | :* Weapon | ||
* '''Loose Mod''': | * '''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''': |