flipdark95 Posted July 30, 2017 Share Posted July 30, 2017 (edited) So I've been working on a remake of the FO3 Super Sledge for a while now, and I've managed to get the models working correctly in-game. However I'm running into problems when it comes to making sure the attachments I've made for the sledge show up in their respective categories. I've organized the attachments for the super sledge into Hammerheads, Grips and Melee Mods. I have roughly 11 attachments in total made, but only a handful of them even show up in the crafting menu for the sledge, and on top of that the sledge doesn't spawn with a head mesh attached, only the handle. Here pictures of my work so far. My goal basically is to be able to equip multiple attachments at the same time, like how vanilla guns can have scopes, magazines, grips, stocks and muzzle mods all attached together. Super Sledge in-game.http://i.imgur.com/chSW5GSl.png The Super Sledge's crafting menu in-game. None of the grips or hammerhead mods show up on it, only attachments with ap_meleemod assigned.http://i.imgur.com/DTgntVyl.png Super Sledge Object Window.http://i.imgur.com/kxKrUall.png Super Sledge Grip Mods (They all have the AP_MeleeModGrip attach point assigned to them)http://i.imgur.com/t1jyrisl.png Super Sledge Hammerhead Mods (They all have the AP_MeleeModHammerhead attach point assigned to them.)http://i.imgur.com/IioEkPnl.png NIF files for the sledge's meshes.http://i.imgur.com/ClZe1kzl.png Essentially I'd like to know what I can do here. Because if I assign everything to the basic ap_meleemod keyword, than I can only equip one mod at a time on the sledge. But I'm not sure how to get the mods to show up on the sledge's menu otherwise. Would really like some help figuring this out. Edited July 30, 2017 by flipdark95 Link to comment Share on other sites More sharing options...
DeathMotif Posted July 30, 2017 Share Posted July 30, 2017 It's all in the keywords. You have one keyword for the workbench to use. Another for the category. From there, you need keywords to identify which parts belong to what weapon. Edit: I'm not at my computer right now, or I'd give you more explicit examples. Perhaps tomorrow, if you haven't already discovered your solution. Link to comment Share on other sites More sharing options...
flipdark95 Posted July 31, 2017 Author Share Posted July 31, 2017 Cheers man, I'm getting some help on the side with this but having explicit examples would really help me understand the problem. Link to comment Share on other sites More sharing options...
montky Posted July 31, 2017 Share Posted July 31, 2017 shavkacagarikia had an awesome how-to a while back,on various kinds of pathing errors, and linked to the Wiki and bethnet tutes on it. I think there's 2 missing enabled keywords,which then set your limit for parts slots for the weapon.hopefully, they'll chime in, as I'm woefully lame at FO4 ModFu hehe. that said, I am looking forward to adding this super-sledge, as they were supposed to be,to my mod weapon lineup. and, canabalizing the heck out of them with any mod any weapon hehe.I will be putting the shishkebab, stunning-electrified ripper, and 'pickmans blade' on this.it will be horrific.I'm thinking it'll do ~380dmg per hit, 35% chance of stun for 5 seconds, bleed damage 75,electrical ~200 per hit. I'll probably also attach shivs on it for a novelty one, thanks to shivs of the wasteland. Link to comment Share on other sites More sharing options...
DeathMotif Posted July 31, 2017 Share Posted July 31, 2017 Here you go. Because Nexus is being a pain in the ass, and not allowing me to use links to my google drive shared folder, I'm posting these as separate posts. These shots are taken from Tumbajamba's XM73 Gauss Rifle. He only adds one weapon plus all its mods. So it would be a good example for you to study.This one is from the constructable object. Link to comment Share on other sites More sharing options...
DeathMotif Posted July 31, 2017 Share Posted July 31, 2017 Here's the weapon item and the relevant keyword positions of which to be aware. Link to comment Share on other sites More sharing options...
DeathMotif Posted July 31, 2017 Share Posted July 31, 2017 This final picture is from the object mod. The top two keywords need to match with the ones in the weapon object (or armor if that's the case; they are very similar). Link to comment Share on other sites More sharing options...
DeathMotif Posted July 31, 2017 Share Posted July 31, 2017 Always remember, keywords are key. (Pun acknowledged and not deliberate.) Many things in FO4 cannot work without the proper keywords. I didn't even get into instance naming rule keywords. Those are fun for dynamic naming. You can look to Valdacil's work for examples of that. Link to comment Share on other sites More sharing options...
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