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  1. Electrosus912
    Electrosus912
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    A message to everyone. If you have any mod you want added to this list, please let me know possibly with the addon node name and number. And if any of these mods update their nodes please let me know of the changes to better help other modders resolve any conflicts before they can be public. Thank you :)

    !!!!UPDATED 10/1/2016!!!!!
    ----Now with all base game addon nodes, including DLC
  2. robotized
    robotized
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    I made headlamp for the assaultron helmet, used AddOn Node ID 1082 and 1083.
  3. Selakii
    Selakii
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    i made a power armor mod that uses some add-on nodes for headlamps https://www.nexusmods.com/fallout4/mods/75321
    Node Index    Editor ID
    23144         SKI_HEPA_PA_Mire_HeadlampBlue
    23127         SKI_HEPA_PA_MIRE_HeadlampRedTactical
    23128         SKI_HEPA_PA_MIRE_HeadlampVaultBoy
    23129         SKI_HEPA_PA_Mire_HeadlampCrosshairs
    23130         SKI_HEPA_PA_MIRE_HeadlampBright
    23107         SKI_HEPA_PA_MIRE_Headlamp
  4. mrudat
    mrudat
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    I wanted to change the AddonNodes for one of conflicting power armours that I'm using, and I wanted to make sure that the new number wouldn't conflict, so I put the data into a spreadsheet to make it easier to check.

    The spreadsheet is up-to-date with all of the data in this thread as of this post.
  5. Tinuvia
    Tinuvia
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    I'm using 2380-2385 in Sim Settlements Atom's Glory Liberator Faction Pack
    TNConq_CoAX1HeadlampAO: 2380
    TNConq_CoAX1HeadlampAtomsGreenAO: 2381
    TNConq_CoAX1HeadlampBright: 2382
    TNConq_CoAX1HeadlampBAO: 2383
    TNConq_CoAX1HeadlampBOrangeAO: 2384
    TNConq_CoAX1HeadlampBBright: 2385
  6. IDontEvenKnow
    IDontEvenKnow
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    It's curious how modders tend to use such low numbers, considering that the range goes all the way up to 65536.
    Anyway, I've been working on a mod for headlamps (demo), and at the moment I'm using 56100-56144. I wouldn't be surprised if that bleeds over to the 562xx range depending on how many mods I have to add support for. Which, I suppose, shouldn't be a problem given that the next closest index listed here is in the four-digit range.
  7. skibadaa
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    Hi!

    I have a successor to my Laser Bolt FX mod nearing release and I have staked out a portion of addon node real estate.
    The nodes are as follows:

    EFW_MPSPlasmaSparks_Blue - 1010
    EFW_MPSPlasmaTrail_Blue - 1011
    EFW_MPSPlasmaWaveImpact_Blue - 1012
    EFW_MPSHeavyImpactSparks_Blue - 1013
    EFW_MPSMetalImpactSparks_Blue - 1014
    EFW_MPSPlasmaSparks_DeepBlue - 1015
    EFW_MPSPlasmaTrail_DeepBlue - 1016
    EFW_MPSPlasmaWaveImpact_DeepBlue - 1017
    EFW_MPSHeavyImpactSparks_DeepBlue - 1018
    EFW_MPSMetalImpactSparks_DeepBlue - 1019
    EFW_MPSPlasmaSparks_Green - 1021
    EFW_MPSPlasmaTrail_Green - 1022
    EFW_MPSPlasmaWaveImpact_Green - 1023
    EFW_MPSHeavyImpactSparks_Green - 1024
    EFW_MPSMetalImpactSparks_Green - 1025
    EFW_MPSPlasmaSparks_Orange - 1026
    EFW_MPSPlasmaTrail_Orange - 1027
    EFW_MPSPlasmaWaveImpact_Orange - 1028
    EFW_MPSHeavyImpactSparks_Orange - 1029
    EFW_MPSMetalImpactSparks_Orange - 1030
    EFW_MPSPlasmaSparks_Pink - 1031
    EFW_MPSPlasmaTrail_Pink - 1032
    EFW_MPSPlasmaWaveImpact_Pink - 1033
    EFW_MPSHeavyImpactSparks_Pink - 1034
    EFW_MPSMetalImpactSparks_Pink - 1035
    EFW_MPSPlasmaSparks_Purple - 1036
    EFW_MPSPlasmaTrail_Purple - 1037
    EFW_MPSPlasmaWaveImpact_Purple - 1038
    EFW_MPSHeavyImpactSparks_Purple - 1039
    EFW_MPSMetalImpactSparks_Purple - 1040
    EFW_MPSPlasmaSparks_Red - 1041
    EFW_MPSPlasmaTrail_Red - 1042
    EFW_MPSPlasmaWaveImpact_Red - 1043
    EFW_MPSHeavyImpactSparks_Red - 1044
    EFW_MPSMetalImpactSparks_Red - 1045
    EFW_MPSPlasmaSparks_Yellow - 1046
    EFW_MPSPlasmaTrail_Yellow - 1047
    EFW_MPSPlasmaWaveImpact_Yellow - 1048
    EFW_MPSHeavyImpactSparks_Yellow - 1049
    EFW_MPSMetalImpactSparks_Yellow - 1050
  8. potaties
    potaties
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    In case anyone is curious, it seems that some of the new Creation Club content conflicts with some of the other mods, like the Captain Cosmos PA conflicts with the Submersible PA, from what I can tell.
    Here's a list:

    ccswkfo4001-astronautpowerarmor.esm
    ccSWKFO4001_PACC1Headlamp - 410
    ccSWKFO4001_PACC1HeadlampBlue - 411
    ccSWKFO4001_PACC1HeadlampVaultBoy - 415
    ccSWKFO4001_PACC1HeadlampRedTactical - 414
    ccSWKFO4001_PACC1HeadlampPurple - 413
    ccSWKFO4001_PACC1HeadlampBright - 412

    ccbgsfo4044-hellfirepowerarmor.esl
    ccbgsFO4044Headlamp - 394
    ccbgsFO4044HeadlampBlue - 395
    ccbgsFO4044HeadlampBright - 396
    ccbgsFO4044HeadlampPurple - 397
    ccbgsFO4044HeadlampRedTactical - 398
    ccbgsFO4044HeadlampVaultBoy - 399

    Hopefully this information is helpful!
    1. Electrosus912
      Electrosus912
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      Thank you for the help, if you find any other Power Armor or other mods that use addon nodes be sure to let me know even if they don't conflict yet.
  9. Rheia2
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    hmm, im working fixing the headlights for the 5 new armors i added but i found a difference from your list.
    it seems the t49 armor default headlight doesnt use 291 but 107...

    edit*
    not really sure what to do now lol.. i have 5 new armors added, x02/x03/t49/t51c/institute.
    i noticed the lights on the x02 not working so i changed its nodes but when i went ingame to test all lights were working on all armors.. there should still be some node conflicts though...
    what exactly will happen with those conflicts anyway, they seem to work but can it corrupt my game somehow?
    1. Electrosus912
      Electrosus912
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      It is possible some of the mod authors changed the Nodes they used in an update.
  10. TripleJWDog
    TripleJWDog
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    Hi, I just wanted to let everyone know what addon nodes are being used in Unoctium's and DogtoothCG's new Hellfire armor. I found something strange in the data though. It seems that in FO4edit, each headlamp has a unique node entry, but when I looked at the headlamps under Nifskope, every single lamp had the same node: 107. I went back to FO4Edit to double check each lamp, but then I found something off. The purple light uses the T-45 LNAM and the crosshairs light uses the bright one's LNAM and Model. Now, I don't know much about the intricacies of modeling and programming, so maybe this is perfectly normal, but it seems odd to me.

    FO4Edit: PAX3Headlamp-666, Nifskope: 107

    FO4Edit: PAX3HeadlampBlue-672, Nifskope: 107

    FO4Edit: PAX3HeadlampBright-667, Nifskope: 107

    FO4Edit: PAX3HeadlampCrosshairs-668, Nifskope: 107, Uses PAX3 Bright Model and LNAM

    FO4Edit: PAX3HeadlampPurple-669, Nifskope: 107, Uses T-45 Purple LNAM

    FO4Edit: PAX3HeadlampRedTactical-670, Nifskope: 107

    FO4Edit: PAX3HeadlampVaultboy-671, Nifskope: 107

    FO4Edit: MPSincinerator Trail-673, Not actually implemented; there are materials for the Incinerator, but there are no meshes.
    1. Electrosus912
      Electrosus912
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      Thank you very much Addling them now
  11. kinggath
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    I'd like to "reserve" a block of addon nodes for Sim Settlements, if you don't mind doing that on your list.

    Right now I'm just using 2048, but I imagine I'll use a lot more over time. Could we say 2048 - 2148 are Sim Settlements? That gives me 100 to work with.