Wraiven Posted May 13, 2016 Share Posted May 13, 2016 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. Link to comment Share on other sites More sharing options...
Wraiven Posted May 13, 2016 Author Share Posted May 13, 2016 Or if anyone could point me in the direction of a tutorial for this :D Link to comment Share on other sites More sharing options...
radiumskull Posted May 13, 2016 Share Posted May 13, 2016 It doesn't look like there's a lot for Fallout4 CK yet, so I've been referring to the Skyrim tutorials. They seem to be the closest thing. This one might help you: http://www.creationkit.com/index.php?title=Bethesda_Tutorial_Customizing_Weapons_%26_Armor Link to comment Share on other sites More sharing options...
Wraiven Posted May 13, 2016 Author Share Posted May 13, 2016 ty so much radiumskull :) Link to comment Share on other sites More sharing options...
noahdvs Posted May 13, 2016 Share Posted May 13, 2016 (edited) 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 May 13, 2016 by noahdvs Link to comment Share on other sites More sharing options...
Wraiven Posted May 13, 2016 Author Share Posted May 13, 2016 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 Link to comment Share on other sites More sharing options...
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