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FormList (FLST) in Created Object (CNAM)


Qrsr

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I have an urgent question about FLST in CNAM when creating COBJ for workbench X. The COBJs for many building objects in the workshop menu use FLST which allow the modder/creator to only setup 1 recipe which then injects multible objects (which share the same recipe). This is very handy.

 

Now, for some reason, eventhough it works perfectly for the workshop menu, it doesnt for a workbench???

 

I setup a FormList with multiple MISC objects, and would like to inject this FLST into the CNAM entry of a COBJ which is part of a workbench recipe. For some reason ingame it doesnt show anything in the workbench, its just an empty recipe, im pretty sure its possible to setup, chances exist im missing something. Anyone here who can help?

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Having a hard time visualizing "in game it doesn't show anything in the workbench, its just an empty recipe object [sic:Card?]"

 

(Just trying to understand the problem better).

 

A wild stab would be to say it's missing some essential keyword, or essential element in setting.

Best thing I do is find a working example, as a POC (proof of concept), then reverse assemble the thing.

 

Important: Past performance does not indicate future success. :devil: <- Da devil in da details.

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Well FO4 uses FLST to add many structure to one, single craftable object (COBJ). Instead of adding multiple craftable objects. But its for the workshop menu. The workbench menu instead, when i use a FLST as created object, doesnt give me the FLST ingame, all the records/items which i setup to that FLST wont show up ingame.

 

 

Hmm could be i overlooked something...

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Ok, I know of a couple of mods that use FLSTs, mostly for LLI and locations though.

It's effectively a "lookup table" [of forms].

I will look insdie some of those mods...

 

Meanwhiile, need to better understand how you are distinguishing workbench vs. workshop.

You mean like Workbench = Chembench, Workshop = "Press "v" to enter workshop menu?

 

from what it sounds like, and I don't think I'm right here, but you have:

Form list FLST of (plural) items [required for] -> (Single) constructible object COBJ

And you wish for it to make multiple items? :ermm:

 

Ok, my hunch; you might be wanting to use Instance Naming Rule INNR instead. :huh:

Then you are dealing with attach points, or variations and such, etc.

INNR is what helps give clothing/armor/weapons addons specifically unique "labeled" naming.

Probably won't work at chem station IDK.

Armor and Weapon workbenches are for modifying and don't make things in and of them selves, only chembench/cooking station does IIRC.

 

Short of that, I don't think I have quite enough information. :sleep:

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Example:

xx0008C2 uses "DLC05WorkshopWarehouseKit_Doors "Door" [FLST:x0008C6]"

Workbench Keyword

WorkshopWorkbenchTypeExterior [KYWD:0005A0C8]

FLST:x0008C6 in turn holds the craftable objects which appear in the workshop menu, its all handled by 1 recipe instead of multiple recipes. Which is a superior way to create recipes which should all share the same ingredients. For the workshop menu (settlement builing menu) it works fine on my end when i setup something like this, now...

 

If i use the same process to create a workbench recipe (add the correct keywords) the workbench recipe doesnt show up ingame. its like the game cant handle a FormList (FLST) for a workbench.

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I haven't had a chance to look yet, but there is still something nebulous in your description. :unsure:

 

Is it: a Create-a-Workbench recipe, or a create from a workbench recipe. :geek:

 

If the former, IDK, stumped as you are (see below), if the latter, my previous comment lingers on...

 

Cause from the looks of what I'm reading something may be reversed in your expected outcome. :teehee:

 

Meaning: in your example: The FLST is a list of Doors, no?

So they are each in a co_DoorType1 record somewhere, all the ingredients are the same for each.

So the keyword is drawing them each up [from FLST - Silo] to display in the workshop menu i.e. red door, blue door, wooden door, white door all needing say 3 wood.

What you have been describing seems to have the logistical opposite intentions, it makes logical sense.

But I think the engine is more adept at co_ requires x ingredients, which I guess could be a FLST. Hm... :dry:

 

(I myself am interested in base object types and variants and how those are tracked internally (on purpose)).

i.e. is a gold/silver/broken flip lighter an INNR or FLST variant of base lighter? And how extensive/accurate is That hierarchy.

But haven't had much time to look in on that. :blush:

 

I'll have a look over that and some FLSTs but it won't be immediately...

 

(Won't hurt me to wrap my head a bit tighter around some of this this stuff).

:wallbash: <- The hazard of being undeterred.

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So they are each in a co_DoorType1 record somewhere, all the ingredients are the same for each.

 

CO = Craftable Object = COBJ

Workbench = Crafting station = Cooking station or Chemistry station

Workshop = Workshop menu = Building structures etc.

 

CO/COBJ both are the same BETH just uses co_###### in their records as prefix, normal term, a crafting recipe is either named co_###### or co_workshop_###### something like that. Im talking abbout CO of course.

The recipe for a workbench and workshop object technically are both identical. Both use a KYWD, both create an object both are based on ingredients.

 

When i was talking FLST (FormList) i noticed BETH uses FLST as created object (in coditions), so you have 1 COBJ and it is based on Steel 4 Wood 8 something like that and than instead of a Static or Activator as craftable object which in 99% is the case they use FLST for some COBJs, the FLST in turn is based on a variety of STAT (Statics). All it does is that one recipe become many in the workshop menu. Its used in the DLC alot. So you have many Door statics which are tied to a FLST and the COBJ uses the FLST as created object (in codition).

 

Now think about it, i would like to create 1 recipe for a workbench which doesnt link to a MISC item instead to a FLST which consists of many MISC items. And for some reason when i inject many MISC items into a FLST and tie that FLST to a COBJ which in turn is tied to a workbench (cooking station keyword) in doesnt shop up in the cooking station. I can the see menu tab which the COBJ is tied to but it doesnt show me the objects (misc items) i put into the FLST.

 

The FLST somehow is not working when i setup a COBJ for a workbench. I dont know why could be that MISC items dont work with a FLST in that way, which would be weird though, could be that BETH uses scripts in background which allow a FLST to be crafted.

Edited by Qrsr
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Does it come up as a blank slot? What happens if you click on it?

(maybe its in there and model s out of the box). ???

 

Personally went around and around in fo4edit looking at the door entries.

A few rabbit holes later...

Since you were trying to make:

MISC from co_ at CookingStation

 

 

IDK, I came across this, (which seems would serve some purpose):

 

Leveled Item \ 00184EB3 <debug_CraftingMiscItems>

 

 

Which contains three lists:

debug_CraftingMiscItems_A [LVLI:00183E43]

 

debug_CraftingMiscItems_B [LVLI:00184EB1]

debug_CraftingMiscItems_C [LVLI:00184EB2]

 

All appear "ordinary crafting (MISC) items" (not broken down intro components).

 

Theory: if it is in this list it can't be built, (seems true for every entry I looked at), hence the "debug_" portion.

 

To build it one would need to change the baseID and in turn make a new (modded) item.

Or remove the item(s) from this list which would unleash all sorts of untold havoc. :yucky:

 

Not sure if any of this helps you, but am learning a lot more of what is available for my own self though. :D

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Just ran into another issue that seems related:

Can't craft with non-component.

Until now never realized you could only use components for crafting.

NP, until... I wanted to change the Umbrella Muzzle to require an umbrella. :rolleyes:

There is no way to add this item as an ingredient short of a script (at least via forms in FO4edit). Hrmph. :sad:

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I have an urgent question about FLST in CNAM when creating COBJ for workbench X. The COBJs for many building objects in the workshop menu use FLST which allow the modder/creator to only setup 1 recipe which then injects multible objects (which share the same recipe). This is very handy.

 

Now, for some reason, eventhough it works perfectly for the workshop menu, it doesnt for a workbench???

 

Seems to be a hardcoded limitation, yes. (I haven't really looked into it though)..

 

Speaking of COBJs, I noticed that Scrap Recipes (COBJ with Recipe Filter keyword "WorkshopRecipeFilterScrap") doesn't support Conditions (or at least not all of them). (Of course I haven't tried every Condition but I remember LocationHasKeyword "LocTypeWorkshop" Run on: Player didn't return true even if the player was in a workshop location).

Edited by LarannKiar
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