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How to determine the order weapon/armor mods appear in menu


mm137

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If the value of the misc items are all the same, then the order is still determined by a couple of different things, it seems.

 

In the testing that I've done it's been based on FormID as well as the level at which the item is supposed to spawn as it's included in another 'modcol' object modification. Again, if the misc item value is not a determinant.

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I made an armor (also a clothing piece) with custom modifications and had the damndest time sorting out the OMOD's, they kept spawning with level 2-3 mods instead of "Null" (an Omod I made that does nothing).The FIX was I was including too much in the armor piece includes, I finally just included the "null" mod, and the rest show up as available and in the right order, null,1,2,3,4 Since all my misc_mods are the same, just copy/pastes of the same one modded for each OMOD, the game has to be sorting them based on perk level requirements, as that's all that changes with them. I have no modcols with my work, not needed (mebbe if I added it to Raiders or somesuch, I'd need modcol's but it's just for players and it works, so...) And my omod/miscmod levels all have messed up FormID's (IE lvl 1=XX000834, but lvl 4= XX000802.)

 

Make sure, if creating OBTE from scratch in FO4Edit, that you right click the 1st combination added before changing it and select "Next Member," 2 TIMES!!! IDK exactly what this does, but it was a necessary step for me. (nb "Next Member" 1 time MIGHT work, it did for me in testing, but I still got armor with a lvl 2 mod that way, and 2X "Next Member" ALWAYS had the included "Null" mod.) This should change your combination, adding "Editor only" and "Full Name" entry lines to the combination. These should be left blank (if you change "Full Name" it applies whatever you fill in there to the object (IE calling it Full Name: "Default" (Like a vanilla armor has) results in the object being called "Default" ingame.)) after that, only include the "Null" or default mod, and you're DONE!!. You need the OMOD and the associated MiscMod (... ...modcrate.nif, get it from a stock object. I used "copy as new record" on a PA mod, then changed it to be the mod for lvl1, ect, but it don't matter, ANY one will do as long as you change both the Loose Mod entry in your omod (or whatever) AND the associated OMOD entry in the MiscMod.) Basically, as long as your OMOD works at a bench, and has a MiscMod attached in your .esp, it'll show up fine.

 

My clothing is dn_Vaultsuit instance named, and my armor has a customed dn_Chosen_One, neither of which has any change to it (VaultSuits are always the same, and I didn't change anything for the Chosen One, copy/paste the dn_VaultSuit and mod the edid, so likely it's unneeded for the object to actually work. Instance Naming/dn_ info seems to me to be like extra "metadata" to give John Raider different underwear than Jack Raider, not really functional, if you follow my illogic?.) Since neither is on ANY LVLI, nor are they intended for NPCs (imagine a raider with Ballistic 4 in his clothes, hat, and gloves, AND he's wearing PA. Ouch. I can only carry so many bullets, guys, y'all are MORE than spongy enough. That's what'll happen if I give this stuff to the game to use.) I don't need to worry about it, but you might. <EDIT:> Just for clarity, I removed the existing OBTE completely, then added a new one.<endit>

Hope I helped, I AM trying to, but Aspergers makes social interactions very difficult.

 

Jester

Edited by JesterDoobie
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