Difference between revisions of "Object Mod"

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487 bytes added ,  03:40, 7 May 2020
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piForcedInventory: i.e. actor_BrahminPackLight02 and bubble_turret_ballistic1shot; minor corrections/updates to Legendary Mod for clarification
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m (Added info regarding legendary mods.)
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m (piForcedInventory: i.e. actor_BrahminPackLight02 and bubble_turret_ballistic1shot; minor corrections/updates to Legendary Mod for clarification)
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**'''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''':
**'''piForcedInventory''': Adds and equips armor or weapons on an Actor without building an additional object template on the armor record. This allows you to have special effects NIFs at various attach points on the armor object or equip additional weapons onto actors such as vertibirds or turrets. Like all objects with attach points keywords, the armor and actor NIFs the effect is attaching to must have the node points set up on the model.
**'''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).
**'''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''':
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*'''Recipes''': This is where all the [[Constructible Object]] forms that can create this mod will be listed. Appears to be informational only.
*'''Recipes''': This is where all the [[Constructible Object]] forms that can create this mod will be listed. Appears to be informational only.
*'''Mod Collection''': An Object Mod record can either be used to define a single mod or to define a collection of mods.  When filling out an [[Object Template]], if you specify a mod collection, the mod that will be applied is randomly chosen from the collection (subject to any specified level restrictions).  Think of it as a simplified version of [[LeveledItem]] but for Object Mods.
*'''Mod Collection''': An Object Mod record can either be used to define a single mod or to define a collection of mods.  When filling out an [[Object Template]], if you specify a mod collection, the mod that will be applied is randomly chosen from the collection (subject to any specified level restrictions).  Think of it as a simplified version of [[LeveledItem]] but for Object Mods.
*'''Legendary Mod''': Allows the object to be marked with a star in the UI and the effects to be classified as legendary. Checking the box does not automatically add the object to any [[LeveledItem]], [[Instance Naming Rules]], or the game's legendary [[Array Reference|Array]].
*'''Legendary Mod''': Allows the object to be marked with a star in the UI and the effects to be classified as legendary with the right keywords and attach point. Checking the box does not automatically add the object to any [[LeveledItem]], [[Instance Naming Rules]], or the game's legendary [[Array Reference|Array]].
*'''Object Modifier Data'''
*'''Object Modifier Data'''
**'''Filter''': Used to narrow the list of Object Mods that will appear in the Object Mod drop-down.
**'''Filter''': Used to narrow the list of Object Mods that will appear in the Object Mod drop-down.

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