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Adding Mod slots to clothing


BattleshipsSpaceships57

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Pre-Next Gen Creation Kit... If you didn't update, you can try it.

 

Steam Discussion Page... https://steamcommunity.com/app/1946160/discussions/0/4357873056145401176/

Creation Kit... Last Gen, not updated. I never updated, so I don't know about other versions. version... https://www.mediafire.com/file/20xxjbijuprqr9h/Creation_Kit_Pre_Next_Gen_Update.7z/file

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  • 5 months later...

Seriously, if all you want to do is add an existing 'add-on' to an article of clothing, like ballistic weave, its FAR SIMPLER (easier & faster) to simply open FO4edit (which was already recommended to open anyway to find the names for the clothing item, so why not just USE IT at that point?). It takes less than five minutes.
1) In the 'Armor' section, find an existing underarmor in the base game; I usually use the vaultsuit, but the pre-war military uniform is another good option.
2) Copy the ballistic weave entry for the ballistic KEYWORD (KWDA) {it comes BEFORE the one below - make sure you copy the RIGHT ONE!} then paste that into the keywords entry on the outfit you'd like to change. It will say "ma_Railroad_ClothingArmor [KYWD: 0020DE40]"
3) Next, copy the other ballistic keyword from the attach points keywords (APPR), which will be below the one you just did. Make sure its prefaced by 'AP'. Always double check that you have NOT applied the same Keyword to both slots (an early mistake I use to make). This one will say "AP_Railroad_ClothingArmor "No Weave" [KYWD: 0020DE3E]. Thats it. You just need those two C&P'ed to get B-weave.
4) If you want to make it underarmor (wear armor over the outfit), that's also easy - No C&P but you will have to change some entries under 'Armor'. Find the outfit, and any body-part that are prefaced with an [A] need to be changed to a 'U' (using the brackets - the BB code on the site won't let me just type it that way). You will then need to do the same under the 'Armor Add-on' section, but only if if says anything other than 'body' (looking right now it looks like vanilla outfits this part doesn't have to be touched, but with mods MA's may have set body parts in this section as well, which will cause issues if you are trying to wear armor over it - just make sure it only says 'body'). Do not blame me for clipping issues - that's on you to resolve - armor on some outfits may look janky. 


*If you are doing this to base-game outfits/armors, you will need to create a plugin (mod), but if you are just adding entries to a mod, you can either create a plugin as a patch, or just save right into the  mod itself. I do it that way (to save mod-slots), but I HIGHLY recommend you save a pristine copy of the mod first, in case you screw something up. I know you can just download it again, but mods don't stay up forever, or they get updated.
** Weapons are more complex - you can't simply add the keywords form one weapon/mod to another. It may 'work', but things will look terrible in-game (usually). You may also get 'extra stuff' if the MA didn't create multiple keywords for new attachment (like damage modifiers - I've done that myself). I'd actually suggest you just don't play with the keywords on weapons AT ALL, unless you really, REALLY know what you are doing (and if you had to read all of this, I truly doubt you do LOL).


Lastly, I RARELY use the CK for anything - its far too cumbersome and crash-prone. I would only use that if i need to move/manipulate in-game items, which causes tons of problems in-and-of itself. Once again, don't mess with stuff if you don't know what you are doing - you can break navmesh, precombines, and a slew of other things. This game breaks easily!
And at the end of the day, JUST HAVE FUN. Learning how everything works (and breaking stuff along the way) is what modding is about. You start learning it, and you'll find the real 'game' is getting stuff to work the way you want. Cheers

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FO4Edit is a great utility for people with tinkerer mentality.    

Load up a mod and a patch for that mod - see how the patch was made - replicate it with another mod.

Yeah, some things can't easily be replicated (i.e. STS/FTS patches, animations, etc).   For those that can though - FO4Edit is all you really need.

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I know that some people don't want to use the CK. For adding mod slots to outfits/ clothings I use it the most of the time. Why? I want to have a legendary slot (one entry), ballistic weave (two entries), armor lining (two entries), damage type physical + value (two entries) and damage type radiation exposure + value (two entries). So in the worst case 9 entries have to be made. You can make yourself a little text file where you save all these entries with keywords and paste them one by one in the correct place in FO4edit. Adding new damage types is even more work. So for one piece of clothing this might be ok, but latest with the second one the CK gets faster and easier in use. Let alone when you have something like a complete wardrobe that needs additional slots and values. You can even copy and paste the first three ones. FO4edit has it's advantages, but for me when it comes to mod slots for many outfit parts the CK is the better choice. 

Edited by subaverage
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  • 1 month later...

On my Vtaw9 Treasure Hunt mod, that I'm just polishing to eventually publish on The Nexus in the Summer. I've just tweaked all the Slots, so they unequip and equip correctly. I had to make some Bodyslide Tweaks, to get them to work like real clothes without clipping.

Bra's under Open Shirts

Panties under Skirts, Trousers and Shorts

Shirts over Skirts, Trousers and Shorts.

Coats over Shirts

Backpacks over Coats, Shirts, Bra's

 

My Slots... for Vtaw 9

40 ............ Panty
36 ............ Bra
36,40,41 ...... Swimsuit
33,36,40,41 ... Swimsuit Outfit
41,36 ......... Closed Shirt, Closed Jacket, Closed Vault Top ... Unequips Bra
41 ............ Open Shirt, Open Jacket ... to allow wearing of Bra
44 ............ Trousers, Skirt, Shorts
49 ............ Face Piercings (Mouth Slot)
45 ............ Belt, Gun Holster
50 ............ Necklace, Neck Band
38 ............ Corset
42 ............ Sleeves, Maid Arm Ruffles
34,35 ......... Gloves
36,37,41,44 ... Full Dress
54 ............ Stockings/Pantyhose/Socks

37 ............ Combat Armour Top, Harness, Shoulder Gun Holster, Jacket, Arm Bands, Rei Battle Backpack, Nuclear Battle Armour Backpack
55 ............ Combat Armour Legs, Leg Bags, Leg Band, Maid Leg Ruffles
56 ............ Combat Armour Arms, Swimsuit Armbands
57 ............ Combat Armour Bottom, Belly Chain
58 ............ Full Set Combat Armour, Tie, Full Jewellery Set

Band Aid...
36 ............ Breasts
40 ............ Pussy
46 ............ Cheek
49 ............ Head, Face Piercings
55 ............ Knee, Combat Armour Legs, Leg Bags, Leg Band
57 ............ Belly Button
58 ............ Nose, Full Set Combat Armour, Tie


57 ............ Earrings

43 ............ FREE SLOT


 

In Topless Clothing, I just leave out the Slot 36 Bra Slot. To allow equipping of Bra's and Band Aid, same with clothing with holes in the Breast Areas.

36,40,41 ...... Swimsuit ... Full Swimsuit

40,41 ...... Swimsuit ... Topless Swimsuit

 

Balancing out 484 Clothing Item Slots, in my Vtaw9 Treasure Hunt Mod.

===

 

 

 

Also Removed the Railroad Lining from it, which was too powerful. Panties, Bra, Skirt, Shoes, Open Top, Necklace, Earrings, Jacket, Harness, Arm Sleeves, Stockings (Pantyhose), Gloves with Railroad Lining, would equal God Tier... 800+ Armour on a Full Outfit.

Added my Nano Pockets, my system for upgrading Carry-weight. Using Keywords...

 

Creation Kit is easy for doing the ARMOR Slots, with the AA Slots being just a click away. Both have to be the same Slot, to work.

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