TheGlowingCreep Posted November 30, 2016 Share Posted November 30, 2016 Apologies if this has been asked before (a quick search yielded no results) or if this is in the wrong section, I'm having a very minor but irritating issue when creating a simple baseball bat weapon mod/attachment.I have the COBJ set up with materials and perks required set up and that aspect works as expected, and the MISC mod box seems to be working as usual, I can unattach and drop it just fine (as well as re-attach it). Most importantly (I assume). the OMOD file is almost exactly the same as, say, the chain-wrapped mod. I have it set to do more damage, which it does. I have it set to weigh a lot more than chainwrapped, which it does as well. The only problem is that as soon as it is constructed and attached to the baseball bat, instead of saying "Heavy baseball bat" just like the "Chain-wrapped" baseball bat, it just calls it "Baseball bat" with everything else working perfectly fine. It has its keyword set to dn_HasMeleeMod_Heavy, and the actual OMOD's name is "heavy" but no prefix is showing up in game.Have I missed some sort of form ID list or something? I've tried everything all the way up to just copying all the chainwrapped files and making it an almost exact replica, but still no dice. I'm no stranger to modding as I've extensively destroyed my New Vegas game with home-brewed mods and other stuff, but this one stupid thing has me stumped.Also as a bonus question, is there anyway I can make the mod change the bat to be V Slow instead of just Slow? Link to comment Share on other sites More sharing options...
TrickyVein Posted November 30, 2016 Share Posted November 30, 2016 (edited) Priority is assigned to prefixes in naming rules based on descending position in each rule set. Also, if the object mod isn't one which could be assigned previously to the baseball bat, then the current rule for assigning the 'heavy' prefix to other melee weapons may not apply to the baseball bat. Most prefixes include a weapon's mod association rule (ma_<thing>) in addition to referencing the relevant keyword for naming something. If you look at the instance naming rule for all melee weapons, you'll see that the keyword for assigning the 'heavy' prefix to weapons actually is dn_HasMeleeMod_ExtraHeavyHead, not, dn_HasMeleeMod_Heavy. Edited November 30, 2016 by TrickyVein Link to comment Share on other sites More sharing options...
TheGlowingCreep Posted November 30, 2016 Author Share Posted November 30, 2016 (edited) Sorry for the confusion, I totally forgot that there was a "heavy" prefix, I meant that I wanted to create an entirely new prefix (possibly as "heavy" or as something like "Weighted") to add to the baseball bat rule set if possible, and if possible, what would need to be changed/added. Something like a mod that makes the bat weigh more, do more damage, and have a prefix of "Weighted" or something. I've renamed and "rewired" it to be "Leaded" instead of "Heavy", but it still won't show up obviously. So the keyword is dn_HasMeleeMod_Leaded, but I'm unsure of how to set this to determine the prefix, or if the keyword even does anything prefix-wise.Edit: I just found the dn_commonmelee "instance naming rules", I'll add a new instance and see if that does it.Edit2: That did it! Adding a new instance to the dn_commonmelee list and selecting dn_HasMeleeMod_Leaded and naming it "Leaded" has now made the baseball bat "Leaded Baseball bat". Edited November 30, 2016 by TheGlowingCreep Link to comment Share on other sites More sharing options...
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