Epsilon725 Posted October 28, 2020 Share Posted October 28, 2020 (edited) I'm making a new gun mod that will have customizable Magazine options and three Customizable Slots that represent gun software lore stuff. Each of the three slots will have three of their own invisible weapon-buffing options. But right now, only the Magazine is customizable. I have designed a "No Upgrade" OMOD for all 3 slots in the gun, and two unique upgrade options for each of the three slots that alter the weapon's damage. But I can't see or select any of them using the workbench in-game. What's going on? How do I three new Object Modification Categories to this new weapon mod? Edited October 28, 2020 by Epsilon725 Link to comment Share on other sites More sharing options...
kingharvest Posted October 28, 2020 Share Posted October 28, 2020 OMODs are associated with a modifiable item via keywords. The vanilla keywords for mod associations use the "ma_" prefix. To associate the OMODs with particular attachment points you want to set the appropriate attachment point keywords on the OMODs, the vanilla attachment point keywords use the "ap_" prefix. A good way to understand all of these associations is to take a vanilla weapon as an example and explore how all of its mods are implemented. e: Oh yeah and also you need to put the same attachment point keyword ("ap_*") in the Attach Parent Slots keywords on any item you want to support that attachment point. I think "category" in your question is what I'm calling an attachment point. Link to comment Share on other sites More sharing options...
PJMail Posted October 30, 2020 Share Posted October 30, 2020 The nif of the Omod and the nif of the item it attaches to also need corresponding connectpoints. For example the Omod will have a 'child' connect point called something like C-Barrel listed under the BSconnectPoints::Children node, while the Weapon will have one called something like P-Barrel under BSConnectPoints::Parents in it's nif. This is where the two parts join.You don't have to worry about this if the Omod is invisible (like 'ballistic weave' and other Omods that have no physical aspect). Link to comment Share on other sites More sharing options...
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