Moraelin Posted February 28, 2019 Share Posted February 28, 2019 So I'm dabbling into melee weapons again. Thing is, real melee weapons have a lot of parts: blade, grip, cross, pommel, and that's before you even get into fancy stuff like knuckle bows and such. Bethesda in its infinite wisdom seems to have only one usable slot for melee weapons: the "melee upgrade". That's it. Well, actually it has two more: the material and the logo. And declaring the cross mesh to be a "logo", works to some extent. It will actually pick the default cross and connect it in the right point. Problem is: it doesn't actually appear as a slot at the workbench, even if I do have recipes for different crosses. I can change the "melee upgrade", i.e., the blade, but not the "logo", i.e. cross. I suppose I could declare the default configuration cross to be a mod collection, and just hope I find one which randomly has the cross I want, but... you get the idea... it seems like such a half-cocked solution... So is there anything I can do about it, please? Like declare it to be a gun barrel or such? (Now that gives me the idea to make a Gunblade;)) Or does declaring it to be a material work any better? Link to comment Share on other sites More sharing options...
SpaceMachineSixThousandOne Posted March 1, 2019 Share Posted March 1, 2019 I don't know why people think this way. The truth is that you can create whatever you want with this End User SDK. FO4 Edit (xEdit) maybe people don't realize how limited the official SDK is without taking advantage of the community tools. Here's tip. Use which ever is faster or more easy by whatever specific task you were working on. Keyword and Attach Parent Slot You are basically talking about the two above. Though Object Modification, Constructable Object, and Misc Object as well. Though these can link to some other types of content. It's very basically assembled in this way. It's like Visual C++ there are the programing languages that people want to use because it's enjoyable, and then there are the programing languages which everyone uses (which isn't enjoyable). The DLC manufacturing is a perfect example. You can reverse engineer how to manufacture any item in the game on those conveyor belts without even touching Papyrus or any coding what so ever. The runtime & coding is taking care of mostly all of that. Leaving the poor developers with a huge random seeming tool box to accomplish one task or another. It's cheaper to program it this way, and that is quite expensive to program. What you are looking for is basically reverse engineering Armorsmith for example. Namely the creation of Object Modifications via Constructable Objects and Misc Objects which contain Actor Effects, Object Effects, Spells, Poly/Text Assets, ect. Even Legendary Modifications is a good example of this. The 2LM component creates duplicates for all legendary mods, then duplicates for the weapons/armor which have the Attach Parent slot added to that weapon. Here it's even quarantined from the rest of the game in white list content which doesn't effect anything else in the game. :D Link to comment Share on other sites More sharing options...
Moraelin Posted March 1, 2019 Author Share Posted March 1, 2019 I am working with xEdit, actually. And yes, I HAVE created an Object Modification, a Constructible Object and a Misc Object for each cross. It doesn't appear in the workshop anyway, when the attachment point is the logo. The rest of what you wrote, I assume it means stuff, but I don't know enough to understand what it means I have to do. Link to comment Share on other sites More sharing options...
SandMouseAnarchy Posted March 1, 2019 Share Posted March 1, 2019 Hey mate, so I haven't got much experience in Xedit but I'm in CK alot - From what I've found, there is one single attach point keyword responsible for getting a category to show up in a workbench, that keyword needs to be in the attach point part of the armor/weapon record, and it has to be named otherwise it won't show up. And there needs to also be an ObjectMod that attaches to that point and then also a constructible object for that ObjectMod. As far as I know, that is the Base minimum needed to get a category to show in a workbench, from there everything else would attach to other attach points - not the category attach point. As I've been finding, there are certain attach points that are hidden by the game, some of these are actually attach points for things, others are categories, there might also be other types but I haven't experimented fully, I've found that it's usually best to make your own attach points rather than using vanilla ones.As for the logo attach point, that could very well be a category attach point, not a normal attach point, or maybe it could be tied to an object collection. (I'm not sure if object collections would be a problem though, but who knows) :) Link to comment Share on other sites More sharing options...
Moraelin Posted March 1, 2019 Author Share Posted March 1, 2019 Yep, that more or less mirrors my experience too. And yes, I know I need to set a keyword. Did that for the blade options and it worked perfectly. So far it looks like it's just that the ap_melee_MeleeLogo is somehow excluded from showing up in the workbench. (And for that matter, the same seems to be the case with ap_gun_Handle.) It's a real attach point, too, by the way. It's where the logo goes for the world cup baseball bat. So, yeah, it actually is used to attach a mesh piece. And it works to attach a mesh piece to my sword too. Just the option to change it doesn't show in the workbench. Moving the handguard to ap_melee_Material (and renaming the attach point in the .nif to c-Material and p-Material) seems to work just fine. Of course, now I had to move the actual material to ap_gun_barrel, which seems to work for just about anything. Ah well, as long as nobody looks under the hood to see that my sword technically has a barrel (at least as far as keywords are concerned), it's better than nothing :tongue: Link to comment Share on other sites More sharing options...
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