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Adding Crafting Options to Armor and Weapons


jeffglobal

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Would anyone be so kind and to point me in the direction of showing me how to make my armors or weapons modifiable? Not craftable, like Eli, that was important, but now modifiable?

 

Just reverse engineering working mods does not create a workable test for completeness that I have seen or done all that I have to do to get one working effectively.

 

Thanks anyone for any help.

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Check one of the existing armour or weapon mods and see what kind of keywords they have on them. Keywords are the most important thing controlling what can be modded and with what. I think also checking what Armoursmith Extended does to armours would help to determine how to edit stuff.

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  • 1 year later...

Here's what I've found out. I made two mod slots on a hat, lead lining and ballistic weave. Craftable at the armor workbench.

 

 

1) Create Attach Points keywords for each mod.

001.jpg

 

The display name is what will be shown as the slot in the armor workbench.

 

 

2) Create Mod Association keywords for each mod.

002.jpg

 

 

3) Create MiscItems for each mod.

003.jpg

 

 

4) Create the object mods. Fill in Loose Mod, Object Mod Association Keywords and Attach Point from step 1-3.

004.jpg

 

 

5) Make a Constructible Object for each mod. Add Objectmod from step 4 to it.

000021.jpg

 

 

 

 

6) Final step: Add the AP keywords to Attach Parent Slots and MA to Keywords on the right.

005.jpg

 

 

I still havent figured out how to display No Weave and No Lead Lining when no mods are applied.

This works ingame though, so its only a minor issue.

 

Hope this helps anyone who comes looking.

Edited by RangerDulann
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Is there a particular reason you don't/aren't using the vanilla weave keyword? Do you only want one level of weave possible? And available even without doing the railroad quests? I can possibly understand not using the vanilla lining if you *only* want lead lining.

 

The "No Weave" comes from the keyword itself. So if no mod is on the slot it shows the value of the keyword. Otherwise once a mod is installed it shows the name of the mod in the slot instead.

 

So to make your new mod keyword show "No Weave" you need to edit the RD_PartyHat_ap_armor_BallisticWeave and change the display name to say "No Weave"

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  • 6 months later...

Here's what I've found out. I made two mod slots on a hat, lead lining and ballistic weave. Craftable at the armor workbench.

 

 

1) Create Attach Points keywords for each mod.

001.jpg

 

The display name is what will be shown as the slot in the armor workbench.

 

 

2) Create Mod Association keywords for each mod.

002.jpg

 

 

3) Create MiscItems for each mod.

003.jpg

 

 

4) Create the object mods. Fill in Loose Mod, Object Mod Association Keywords and Attach Point from step 1-3.

004.jpg

 

 

5) Make a Constructible Object for each mod. Add Objectmod from step 4 to it.

000021.jpg

 

 

 

 

6) Final step: Add the AP keywords to Attach Parent Slots and MA to Keywords on the right.

005.jpg

 

 

I still havent figured out how to display No Weave and No Lead Lining when no mods are applied.

This works ingame though, so its only a minor issue.

 

Hope this helps anyone who comes looking.

 

 

When you do this, do you also have to change the attach point in nifscope?

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You don't touch the NIF for that type of mod. You only need to modify the nif to add attach points if your new object mod has a child nif that will be attached. Since the Ballistic Weave doesn't have any visual change, and therefore no nif, it doesn't need any changes to the parent nif.

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You don't touch the NIF for that type of mod. You only need to modify the nif to add attach points if your new object mod has a child nif that will be attached. Since the Ballistic Weave doesn't have any visual change, and therefore no nif, it doesn't need any changes to the parent nif.

I am doing a weapon and I need to change out the part so that there is a visable change. So in my case I will need to add attach points correct?

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You don't touch the NIF for that type of mod. You only need to modify the nif to add attach points if your new object mod has a child nif that will be attached. Since the Ballistic Weave doesn't have any visual change, and therefore no nif, it doesn't need any changes to the parent nif.

I am doing a weapon and I need to change out the part so that there is a visable change. So in my case I will need to add attach points correct?

 

 

Only if you're adding new things where old ones didn't attach. Like if the old weapon was a sword (lets say no attach points) and you wanted to now attach a laser or something to that sword. You would then need to make an attach parent in the sword nif. Then make a child point on the laser nif. Then on the object mod set it up to have a model nif (the laser). Everything else as posted above as exampled by the Ballistic Weave remains.

 

If you're just adding a new option of a part (like a different receiver choice) then the original nifs stay the same and you just make your new nif with your new receiver with a child point.

Edited by BigAndFlabby
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