stonefisher Posted June 15, 2017 Share Posted June 15, 2017 I was wondering what these keywords actually do so that I dont accidentally delete something useful. Theres lots of these starting with dn_ Here are a few examples:dn_HasBarrel_Short [KYWD:00025017]dn_HasGrip_Pistol [KYWD:00025018]dn_HasMag_Small [KYWD:00163047]dn_HasScope_IronSights [KYWD:0016304F] Then theres these specific ones I dont know about:remapNode [KYWD:0004F62C]s_35_GripRifle [KYWD:0008530A]HasScope [KYWD:0009F425]s_30_Auto Link to comment Share on other sites More sharing options...
N7R Posted June 16, 2017 Share Posted June 16, 2017 All the dn ones do are labels for things like in your pipboy items list and such. The s_ ones are mostly having to to do with what sounds the weapon will call when firing and such. The HasScope is a keyword that forces scoped mode with an overlay when aiming down sights. If you removeHasScope then when you aim it will jst look down your gun but no overlay images will be on the screen (pretty much like iron sights or a reflex scope). The remapNode I believe is a way to adjust the coordinates of a nif position but it could be used for something else, not really used it much myself personally. Link to comment Share on other sites More sharing options...
stonefisher Posted June 16, 2017 Author Share Posted June 16, 2017 (edited) That's great, thanks for the info. More stuff I can cull. Looks like only existing ones I need for my mod are remap nodes. Edited June 16, 2017 by stonefisher Link to comment Share on other sites More sharing options...
vkz89q Posted June 16, 2017 Share Posted June 16, 2017 Some keywords are also used in conditions and scripts. For example some mod that adds perk that only works for sniper rifles might use condition HasKeyword or WornHasKeyword HasScope. If you remove them without checking them out(if anything uses them) they will stop working and break things. Link to comment Share on other sites More sharing options...
DeathMotif Posted June 16, 2017 Share Posted June 16, 2017 More accurately, these keywords are used in conjunction with instance naming rules for dynamic naming. These rules are what allows mods like Valdacil's Item Sorting to work. You attach the keywords to objects that you want to have dynamic naming, and a reference to the instance naming rule that applies the dynamic naming. Fallout 4 then does the rest by making the magic happen. Edit: they can also be used in scripts, but that has nothing to do with the naming conventions. I can just as easily use "SomeDumbKeywordName" as a keyword, and use it in a script. the "dn" prefix indicates that its purpose is for dynamic naming.As for the rest of the keywords you posted, there's no formal convention requiring one to adhere to naming rules. So you have to see how it's being used to determine its purpose. Link to comment Share on other sites More sharing options...
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