CanaanBlackSoul Posted March 14, 2019 Share Posted March 14, 2019 Working on an outfit mod and want to add texture swaps to the outfit that can be accessed in the armor workbench, need help getting this done. Link to comment Share on other sites More sharing options...
SandMouseAnarchy Posted March 15, 2019 Share Posted March 15, 2019 In CK you'll need to make (MWSP) material swaps for each new texture, and a new (ap_) attach point keyword for the outfit, along with an (ma_) mod association keyword for the outfit, - then make an (OMod) object mod for each material swap, inside the OMod specify the ap_ and ma_ keywords in your outfit, and on the right side of the OMod window (I forget the name) there is a section where you can add properties to the mod (other keywords, enchantments, armor id etc) choose material swap (or whatever its called) from the drop down box and add your material swap. Then make a (CObj) constructible object for each OMod :) That is it mate :)Note - Make sure you put a name in your (ap_) attach point keyword (this will be the category name that will show in the workbench) and a name in the OMod itself (this will be the name of the mod to build in game)And It's probably also best to stick with the vanilla naming convention when doing this, for example CObjs don't need the workbench specified in the record itself, for armor anyway, instead it is named something like "Co_Mod_Armor_Leather_Torso" the "Co_mod_armor" bit is the bit that tells the game which workbench it appears in (as far as I know anyway) likewise it's probably best to follow that rule with everything else :) Link to comment Share on other sites More sharing options...
CanaanBlackSoul Posted March 16, 2019 Author Share Posted March 16, 2019 Thanks this helps alot! Link to comment Share on other sites More sharing options...
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