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
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
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.
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.
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:
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?
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
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.
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!!!!UPDATED 10/1/2016!!!!!
----Now with all base game addon nodes, including DLC
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
The spreadsheet is up-to-date with all of the data in this thread as of this post.
TNConq_CoAX1HeadlampAO: 2380
TNConq_CoAX1HeadlampAtomsGreenAO: 2381
TNConq_CoAX1HeadlampBright: 2382
TNConq_CoAX1HeadlampBAO: 2383
TNConq_CoAX1HeadlampBOrangeAO: 2384
TNConq_CoAX1HeadlampBBright: 2385
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.
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
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!
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?
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.
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.