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How to make a vanilla clothing/gear item show up in crafting bench?


Acleacius

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Is there a CK switch or a FO4Edit method to make a clothing item appear in the Crafting bench window to add mods and/or Legendary?

 

I do have mods like Armorsmith Extended and know it adds tons of items. I do know the basics of modding but not sure how to or where to flag an item in the CK/FO4Edit to appear and become moddable.

 

Thanks for any tips or links to tutorial vids.

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Sorry, I don't have good source of tutorials. It is not as simple as just a flag/switch. It depends on what mods you want to add. Open Fallout4.esm in FO4Edit and find armor records for Vault Suit - Armor_Vault111_Underwear "Vault 111 Jumpsuit" [ARMO:0001EED7]. Lets use it for example. Check the Keywords and Attach Parent Slots. Concentrating on two things:

ma_VaultSuit [KYWD:00204C22] <-- this is mod association(ma) keyword

ap_armor_Lining "Misc" [KYWD:00022821] <-- this is attach point(ap) keyword

The second one is actually the mod slot at the armor workbench. Since Bethesda used one attach point keyword for all kinds of armor linings, mod association keywords are used to separate the mods for vault suits, arm pieces, leg pieces, torso pieces.

Next are Object Modification and Misc Item(misc mod or loose mod). Object Modifications use said slot, they contain a bunch of properties that increase damage resistance, increase weight and value, add various magic effects, add keywords for dynamic naming. Here the ma keyword is also used for the purpose I mentioned above.

Misc Mod is the physical representation of the Object Modification, its 3d model is a small rectangular wooden box. As long as you have it in your inventory, you can attach it to compatible armors(which share the same attach point and mods), without the need to craft again and waste components. Each Object Modification needs to have its own Misc Mod. The only time Misc Mods are not necessary is when the mod does not require any crafting components.

Take a look at one of the Object Modifications for vault suit linings - mod_armor_VaultSuit_Lining2 "Treated Lining" [OMOD:00204C25]. You can hold CTRL and left click on FormIDs to view them, try this on the Loose Mod for the treated lining and you will see what kind of settings and properties it has.

No modifications will be visible on the armor bench without the Constructible Objects - co_mod_armor_VaultSuit_Lining2 [COBJ:00204C2B]. Inside the Constructible Object is set what's the mod you want to create, the perk and component requirements, how many instances of the mod to create.

So, if you need existing linings, you just add the appropriate ma and ap keywords to your armor. Armorsmith Extended has its own ma and ap keywords and object modifications. It takes a different approach when it comes to linings and weave. Again, to serve as an example, open AE and view one of the vanilla outfits. The only thing that it doesn't have are mods for color/material swap. If you want to switch color, you need to create these on your own - ap keyword(if not using the ones from AE), material swaps, object modifications and misc mods, constructible objects.

The ap keyword for legendary effects is ap_Legendary [KYWD:001E32C8]. You can add it as Parent Slot keyword to an armor, but you will need one of the mods form Nexus that makes it possible to craft/switch legendary effects.

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