Ethreon Posted December 19, 2018 Posted December 19, 2018 Hm. Yea, it makes the swaps and adds them to the existing vanilla entries. You'd have to build your own menus ,the make lists for each in which you'd have one color conduits, then point that list at a COBJ. Basically, you'd have to redo the existing vanilla system for the other conduits.
HeyYou Posted December 19, 2018 Author Posted December 19, 2018 (edited) Ouch. Not going to be as simple as using a script to inject new submenu's into the connectors/switches category eh? Leaving the existing stuff as it is. Edited December 19, 2018 by HeyYou
HeyYou Posted December 19, 2018 Author Posted December 19, 2018 Would it possible to create new keywords for the various colors, and then add them to the recipe, so they would show up in the correct sub-categories? (provided I can find where to do that.......)
Ethreon Posted December 19, 2018 Posted December 19, 2018 You should be able to create a keyword for each colour, then recipes similar to the vanilla ones, each recipe getting their colour keyword. The new keywords need to be added to the conduits main menu formlist. It should work as such.
HeyYou Posted December 19, 2018 Author Posted December 19, 2018 Ok, I'll look into that, and see if I can't convince it to work the way I want it to. Thank You. :)
HeyYou Posted December 20, 2018 Author Posted December 20, 2018 (edited) On 12/19/2018 at 2:47 PM, Ethreon said: Hm. Yea, it makes the swaps and adds them to the existing vanilla entries. You'd have to build your own menus ,the make lists for each in which you'd have one color conduits, then point that list at a COBJ. Basically, you'd have to redo the existing vanilla system for the other conduits.Ok, I am not understanding this. Material swaps, yeah, it's just the texture, right? How does that add them to the build list? I simply cannot discover how that is done. (gotta remember, this is my first foray into making a mod, or modding a mod.... for FO4.) I went so far as to PM the original author, but, he hasn't been around since february, so, not holding my breath on that avenue. Edited December 20, 2018 by HeyYou
Ethreon Posted December 20, 2018 Posted December 20, 2018 you can study the vanilla forms to see how they made the menus, or some of my mods as they contain much simpler versions of the same system. Basically you will want to have keywords for each colour, then have those keyword inserted in the main menu formlist for vanilla conduits, whether at the end or else is up to you. Then you need to create COBJ - recipes - for said conduits and attribute each of them their corresponding keyword eg. if co_ConduitGreenRecipe is the recipe and KeywordConduitGreen is the keyword, then your recipe has to use that keyword. Your recipe also has to point at an object to build, in this case the list of coloured conduit you want in said menu. So co_ConduitGreenRecipe with the keyword KeywordConduitGreen will use a formlist of all the green conduits.
HeyYou Posted December 20, 2018 Author Posted December 20, 2018 Ok, that makes good sense. What I can't puzzle out though, is just how the OA got them into the menu in the first place. There are statics, and material swaps, but, nowhere do I find any keywords for them. Does the game just automagically add them in? Am I missing something obvious? (wouldn't be the first time.) Much as I would love to categorize these, I don't want duplicates as well.....
Ethreon Posted December 20, 2018 Posted December 20, 2018 Either the author made formlists of all similar conduits, then linked them to the existing vanilla recipe, or he inserted the new ones in existing vanilla formlists.
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