Difference between revisions of "Object Mod"

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399 bytes added ,  09:43, 11 March 2017
m
→‎Editor Dialog: Added descriptions for a couple of properties.
imported>Google12
m (→‎Notes: Explained the order of OMODs when they have no associated loose mods (misc items).)
imported>Google12
m (→‎Editor Dialog: Added descriptions for a couple of properties.)
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* '''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".  
* '''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''':
* '''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.
* '''Property Modifiers''': The properties that will be changed when this mod is applied (e.g., weight, damage resistance, color, etc.). Entries in this list are edited using the "Property Modifier Data" panel in the third column. To add a new one, right click in the list and choose new. See the Notes Section about a glitch with this dialog.
:* '''ebBodyPart''':
:* '''ebBodyPart''':
:* '''fColorRemappingIndex''':
:* '''fColorRemappingIndex''': Changes the set of colors used by objects with color palettes.
:* '''fweight''': Weight value added to the object's total weight.
:* '''fweight''': Changes the object's total weight.
:* '''iaddonindex''':
:* '''iaddonindex''': For [[Armor]] with multiple [[ArmorAddon]]s, this property changes which add on is active. For example, mod_armor_Leather_Torso_Size_B mod will make the leather chest piece switch to the medium (sturdy) variant. 
:* '''irating''':This is the value for physical damage resistance.
:* '''irating''':Changes physical damage resistance.
:* '''ihealth''':
:* '''ihealth''':
:* '''ivalue''': This is how much, in caps, is added to the total value of the object this mod is being attached to.
:* '''ivalue''': Changes the object's value (i.e., how many caps it's worth).  
:* '''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.
:* '''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''':
:* '''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.
:* '''pkKeywords''': Adds or removes keywords from the object being modded. Does not work for all types of keywords.  For example, you cannot use this property to dynamically add attach points to armor (or remove them).
:* '''pmBlockMaterial''':
:* '''pmBlockMaterial''':
:* '''pwMaterialSwaps''': Allows a [[Material Swap]] to be applied (or removed).
:* '''pwMaterialSwaps''': Allows a [[Material Swap]] to be applied (or removed).
:* '''vaActorValues''':
:* '''vaActorValues''': Changes an [[Actor Value]]
:* '''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.
:* '''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.


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