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How do I make a piece of armor moddable


Wraiven

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I downloaded a clothing mod, and I was wondering in the CK how i make it so I can mod it at a workbench?

 

I would be willing to read a tutorial about the CK but i can not find one online on how to do this.

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You need to use a keyword to associate mods with the armor or outfit. Something that starts with "ma_" and make sure you set the keyword so that it's used for mod association in the little drop down menu when you make it.

 

Make miscmod items for any mods you intend to make.

 

Make constructible objects so you can make upgrades at a workbench and assign the miscmod items you created to them. You won't be able to associate them with the correct mods until you make the mods, but that can be done later.

 

Make mods, go back to the constructible objects you made and assign them to the correct mods. Make sure you add all appropriate keywords to the mods you make.

 

If you wish to organize the upgrade menu in the workbench when you upgrade your armor, you'll need a mod collection. Those start with "modcol_" and the level you set to each mod in the mod collection determines how they will be ordered in the upgrade menu.

 

Look at similar vanilla items for hints on exactly what you're supposed to do and how to name things (to keep things consistent). For example, if you're making a mod that adds extra carry capacity, look at vanilla mods that also add that. If they add the "dn_HasLining_ExtraCarryCapacity" keyword, you should also use that keyword in your mod the same way.

Edited by noahdvs
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You need to use a keyword to associate mods with the armor or outfit. Something that starts with "ma_" and make sure you set the keyword so that it's used for mod association in the little drop down menu when you make it.

 

Make miscmod items for any mods you intend to make.

 

Make constructible objects so you can make upgrades at a workbench and assign the miscmod items you created to them. You won't be able to associate them with the correct mods until you make the mods, but that can be done later.

 

Make mods, go back to the constructible objects you made and assign them to the correct mods. Make sure you add all appropriate keywords to the mods you make.

 

If you wish to organize the upgrade menu in the workbench when you upgrade your armor, you'll need a mod collection. Those start with "modcol_" and the level you set to each mod in the mod collection determines how they will be ordered in the upgrade menu.

 

Look at similar vanilla items for hints on exactly what you're supposed to do and how to name things (to keep things consistent). For example, if you're making a mod that adds extra carry capacity, look at vanilla mods that also add that. If they add the "dn_HasLining_ExtraCarryCapacity" keyword, you should also use that keyword in your mod the same way.

ty :D

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