HOW TO MAKE THIS MOD IN CK
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Easy! Here's a super-beginner guide:
1. Get CK: http://www.creationkit.com/index.php?title=Landing_page
2. Click on File -> Data... and check Fallout4.esm and any other files you want your mod to use.
3. Find ap_Legendary and change Display Name to whatever you want. This makes it show up in the
   workbench menus.
4. In the Object Window, find the mod you want to edit (most begin with mod_Legendary).
5. Right click and select "Create Loose Mod". This creates a miscmod and automatically links the
   two (you can check by making sure Loose Mod is the corresponding miscmod in the Object Mod window).
   This allows you to detach and reattach the Legendary mod. You can set Loose Mod to NONE if you want
   the mod to be destroyed when replaced or removed.
6. Right click the mod again and select "Create Recipe". This creates a recipe for the item with the
   linking done automatically. The recipe is auto-named with the prefix co_mod_. You can now edit the
   recipe:
    + For simple things, you only need to edit RequiredItemList and MatchConditions.
    + For RequiredItemList, don't use the scrap objects (e.g., use c_Steel, not c_Steel_scrap).
    + Likely, the most useful MatchConditions are HasPerk and ModdedItemHasKeyword. The former
      lets you set perk requirements, and the latter lets you set restrictions on the item type
      (e.g., Melee).
    + Note that if you are not careful with ModdedItemHasKeyword, the game will
      let you put mods on incompatible items. In general, it may be better to use mod associations to
      get things to match up, but since legendary mods can be applied to a wide variety of items, this
      is much tidier. It has the added bonus of automatically letting you make legendary mods for items
      added by other mods.
7. While I have not done this, you could make legendary items scrappable by editing the object mod and
   deleting the line that says "Unscrappable Object". The materials you get from the legendary mod
   will depend on your rank in Scrapper, and the mod scrap scalar for the components in the
   corresponding recipe.
8. Repeat for all the mods. You can create the recipes and loose mods in batches by selecting many
   mods and then right clicking.
9. Save, add to load order, test, and debug!

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