filterByArmors/Excluded and filterByKeywords/Or/Excluded are not connected. They work Independent from each other.



Filter

filterByArmors can be used to specify specific armors. (multiple separated by ,)

filterByArmorsExcluded can be used to exclude one or multiple objects. (multiple separated by ,)

filterByKeywords allows you to filter by keywords. The keywords are connected by AND. Multiple keywords need to be separated by ,

filterByKeywordsOr keywords are connected with or. Multiple keywords need to be separated by ,

filterByKeywordsExcluded allows you to exclude keywords. Multiple keywords need to be separated by ,

filterByBipedSlots allows you to filter by biped slots. The biped slots are connected by AND. Multiple keywords need to be separated by ,

filterByBipedSlotsOr biped slots are connected with or. Multiple biped slots need to be separated by ,

filterByBipedSlotsExcluded allows you to exclude biped slots. Multiple biped slots need to be separated by ,

Operations

fullName allows you to change the full name of the object. The new name has to be written between ~~
Example:
filterByArmors=Fallout4.esm|0001F276:fullName=~Hellbender5000~

damageResist allows you to change the damage resist value of the armor.

objectEffect allows you to add or remove an object effect.
Example: filterByArmorsFallout4.esm|0001EED7:objectEffect=Fallout4.esm|2483DA
Example to remove an object effect: filterByArmorsFallout4.esm|0001EED7:objectEffect=null


changeDamageTypes allows you to add/change the damage types of the armor
Example: filterByArmors= Fallout4.esm|0001EED7:changeDamageTypes=Fallout4.esm|00060A81=25

weight allows you to change the weight value of the armor.

weightMult allows you to change the weight value of the armor.

health allows you to change the health value of the armor.

healthMult allows you to change the health value of the armor.


keywordsToAdd allows you to add keywords(multiple) to the armor(This is NOT for APPR - Attach Parent Slots)

keywordsToRemove allows you to remove keywords(multiple) from the armor(This is NOT for APPR - Attach Parent Slots)

attachParentSlotKeywordsToAdd - allows you to add keywords(multiple) to the armors APPR

attachParentSlotKeywordsToRemove - allows you to remove keywords(multiple) from the armors APPR

bipedSlotsToAdd allows you to add a biped slot to an armor by it's index. Multiple can be past separated by ,

bipedSlotsToRemove allows you to remove a biped slot from an armor by it's index. Multiple can be past separated by ,

Changes to armor also applied to all ARMA, which are attached to the armor.
For index references visit https://www.creationkit.com/fallout4/index.php?title=Biped_Slots (Biped Slots - the Fallout4 CreationKit Wiki (uesp.net))

Example:
//filterByArmors=Fallout4.esm|2CAC:damageResist=99:keywordsToAdd=Fallout4.esm|ABC2

Article information

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Zzyxzz

11 comments

  1. william09703
    william09703
    • member
    • 6 kudos
    is the rename method can't work with unique armors? I tried it on boston riot armor mod, while on regular armor do work, those unique ones don't get rename somehow
  2. bp42s
    bp42s
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    For anyone trying to patch with filterByBipedSlots=, use the INDEX of the biped slot, not the biped slot number.

    Indexes can be found here:
    https://fallout.wiki/wiki/Mod:Creation_Kit/Biped_Slots

    For example, if I wanted to filter for the eyes biped slot (47), I would use 17 instead.
    1. kumagabear
      kumagabear
      • supporter
      • 9 kudos
      Thank you!! I thought the index in documentation mean the biped slot number
    2. Domenicus7
      Domenicus7
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      • 143 kudos
      thanks bp
    3. ArcanicVoid
      ArcanicVoid
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      • 78 kudos
      Thank you, bp
  3. wsadwsaqezc
    wsadwsaqezc
    • member
    • 0 kudos
    Not a modder so I may sound dumb: Is it possible to change the model used by the armor? I've always wanted the Reginald's Suit to use the Black Suit one. But due to the large amount of mods I have I would rather not have another esp just for that.
  4. yarrmateys
    yarrmateys
    • member
    • 18 kudos
    can this add new arma slots to existing armors? say, a new race has armor addons made for existing armors, and instead of making overrides for every armor, inject the arma entries into relevant records to allow the said new race to use its new armor addons without the need of compatibility patches.
    1. WyrdOh
      WyrdOh
      • supporter
      • 19 kudos
      This would be super handy to add as a feature and would allow modders to make patches for their alternate look mods (like Classy Chassis) to insert them in as variations on the existing armors, rather than overrides of the originals or as separate items.
  5. shuu66
    shuu66
    • member
    • 0 kudos
    Is it possible to halve the Rating of all Light Armor?
    And Increases or decreases?
  6. Domenicus7
    Domenicus7
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    • 143 kudos
    biped slot filters not working for me either
  7. Rantanplan76
    Rantanplan76
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    • 195 kudos
    filterByKeywordsOR=Fallout4.esm|12EEE8,Fallout4.esm|10C418:filterByBipedSlots=49:keywordsToAdd= blahblahblah
    => does nothing, it gets ignored and patches other BipedSlots also

    filterByBipedSlots=49:keywordsToAdd= blahblahblah
    => does nothing