Jump to content

Custom Armor not upgradable via armor bench


Reidlos

Recommended Posts

I make a custom armor, and based it on a existing item

That item can be given things like lighter build, or insulated etc

 

The item i made based off it, can not

 

Sides the keywords (that match) what else do I need to make a armor/helm up-gradable?

 

Thanks

 

 

Link to comment
Share on other sites

OBTE and maybe INNR, at least. Can't recall exactly without having FO4Edit in front of me.

 

However, check these:

 

https://forums.nexusmods.com/index.php?showtopic=3744435

 

http://www.nexusmods.com/fallout4/articles/161/?

 

The OBTE is just templates for which mods to put on the item when it's created. Using leveled lists you can specify keywords to act as flags so the list creates an item with specific mods on it already.

 

The INNR is just for display naming. Has no impact on actual mods for an item. Only how the name is displayed when mods are put on it. Or more specifically how the name is shown based on keywords attached to an item typically.

 

The attach point keyword is primarily are what makes it "upgradable". Assuming you have the appropriate object mod and constructible object recipes also.

 

I have a video showing how to create mods that can be used on armor via xEdit. Doing weapons is very similar but with different 3D models it can be a bit of a learning curve. If you want to use CK look further down for more specific instructions. Watching the video might help with some understanding or example of how it all goes together. Some day I'll re-record it with updated info.

 

 

Quick primer for the CK if you skip the video:

 

The cleanest way is to make (at least) 2 keywords. One for the mod association. The other for attach point. You could get away with just attach point but it gets messy without the target filtering help of the mod association. For example look at Armor_Combat_ArmRight. It has mod association for ma_armor_Combat_Arm, ma_armor_Combat_Lining_Limb, etc. Look on right side under keywords. These are used as filters so the mod only shows up on items that have the specified mod association keyword on them. At the bottom left you see the attach parent list. You'll notice there's an ap_Legendary in there. But no accompanying mod association keyword. That's because the legendary mods don't filter an association.

 

You can think of the attach point as a module slot, or category if you will. Then the mod association is a type of filter. Calling it filter may be wrong but it's the simplest way to grasp what happens.

 

From here on I use ma_ and ap_ reference for the appropriate keywords for Mod Association and Attach Point respectively. They do not have to be named in that fashion but it certainly makes it easier to find and filter in the CK object viewer.

 

On your object modification record you set your ma_ and ap_ references. In the middle on the left is the Target Object Mod Associations. This is where your ma_ keywords go. See mod_armor_Combat_Arm_Material_0 for example. You can specify more than one if you want to restrict it more accurately. For example having an ma_MyArmor_Mod_Arm, and ma_MyArmor_Mod will require than the item record (armor, weapon, w/e) has all the ma_ keywords or it won't show the mod in the workbench category. Then under that towards the bottom is the Attach Point drop down list. Use the list to select your ap_ keyword.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...