Jump to content

Photo

Modders info


  • Please log in to reply
2 replies to this topic

#1
raulfin

raulfin

    Resident poster

  • Members
  • PipPipPipPipPip
  • 4,775 posts

Armor


Any Armor items should have keywords from the appropriate keyword set:

Clothing
ArmorClothing [KYWD:0006BBE8]
ClothingPoor [KYWD:000A865C]
ClothingRich [KYWD:000A865D]
ClothingBody [KYWD:000A8657]
ClothingFeet [KYWD:0010CD12]
ClothingHands [KYWD:0010CD13]
ClothingHead [KYWD:0010CD11]

Jewellery
ArmorJewelry [KYWD:0006BBE9]
ClothingCirclet [KYWD:0010CD08]
ClothingNecklace [KYWD:0010CD0A]
ClothingRing [KYWD:0010CD09]

Light Armor
ArmorLight [KYWD:0006BBD3]

Heavy Armor
ArmorHeavy [KYWD:0006BBD2]

Heavy or Light
ArmorBoots [KYWD:0006C0ED]
ArmorCuirass [KYWD:0006C0EC]
ArmorGauntlets [KYWD:0006C0EF]
ArmorHelmet [KYWD:0006C0EE]

I know that's super basic stuff, but if you have clothing keywords on a Light or Heavy Armor, the patcher (PaMa) will consider it clothing and ignore it (Pro-Tip: If you have a summon that uses a custom armor that shouldn't be patched, add the clothing keywords to it). If you have a jewellery keyword then it will be added to the jewellery enchantment list, which will also stop it from being properly processed as an armor. If you are adding a skin clothing, try to avoid giving it a Full name, else PaMa may decide your awesome DwarvenWolfSkin is a Dwarven armor and process it as such (making that Dwarven Wolf crazy strong).

Weapons


Anything goes here really, but if you have multiple weapons of different types, having different names for each is important. The patcher can't tell the difference between 'Super Awesome Sword' that's a Greatsword and 'Super Awesome Sword' that's a Sword or Katana. Something like 'Super Awesome Sword' or 'Super Awesome Greatsword' is much easier to work with.

EDID


Having a unique EDID for each of your mods can help reduce the amount of entries needed to cover everything. It doesn't need to be overly long, something like "Raul_" is much less likely to be used by anyone but me than "aa" or "Armor". The more exclusive the EDID, the easier it is to work with. Consistency of EDID in the mod is also a huge help, Fewer entries for each mod, means less parsing of the list is needed which reduces the memory needed overall.

Full Name


Anything goes here really, but if you have multiple sets, having different names for each is important. The patcher can't tell the difference between 'Super Awesome Armor' that's Heavy and 'Super Awesome Armor' that's Light. Something like 'Heavy Super Awesome Armor' or 'Super Awesome Heavy Armor' is much easier to work with.

Edited by raulfin, 27 November 2014 - 07:32 AM.


#2
sakumz

sakumz

    Newbie

  • Members
  • Pip
  • 19 posts
Hey, dude. sorry for annoying post and question.
i wanna ask something about perma patch about weapon.
i create some mod custom shortbow, every time i patched with perma , game and patched detect my bow as a longbow.
what parameters in creation kit, that discribe one shortbow or longbow.?

sori for my bad english. and thx before
sincerly
-sakum-

Edited by sakumz, 03 December 2014 - 08:58 AM.


#3
raulfin

raulfin

    Resident poster

  • Members
  • PipPipPipPipPip
  • 4,775 posts
In response to post #20530824.

The FULL - Name section is what is parsed for type binding;
<substring>Crossbow</substring> <identifier>Crossbow</identifier>

<substring>Longbow</substring><identifier>Longbow</identifier>

<substring>Long Bow</substring><identifier>Longbow</identifier>

<substring>Compound Bow</substring><identifier>Longbow</identifier>

<substring>Bow</substring><identifier>Shortbow</identifier>

<substring>Shortbow</substring><identifier>Shortbow</identifier>

<substring>Short Bow</substring><identifier>Shortbow</identifier>




Page loaded in: 1.123 seconds