This article explains the 2 main record which were altered in FO4Edit to accomplish the creation of this mod. I hope the information below will be of any use to people interested in modding.
Constructible Object
As the name implies, this recorddeals with the construction of objects. This includes stuff one can craft for
your settlements, but also the modification of weapons/armor, the crafting of
chems and cooking.
Editor ID
The ID of an object which isused in FO4Edit/GECK/Creation Kit/whatever. Note: This is something completely separate from the name which is displayed ingame.
Sound – Pick Up/Drop
Determines the sound file whichis played upon building/destroying the constructed object. Refers to the record “Sound Descriptor”, which is where the actual relevant sound files are described.
Components
Determines what is required forthe construction of an object. Both which objects (Component) and how many (Count).
Description
A small description displayedwhen attempting to place a craftable object (“Can only be placed in dirt.”).
Conditions
Deals with the conditionsrequired for the construction of an object. This is a very extensive category; one I will not be discussing in detail since it was not used in the creation of this mod.
Created object
The actual object that iscreated. This can refer to, for example, the “Flora” record which, in this case, would allow the construction of a single type of tree farm.
Alternatively, it can refer tothe “FormID List” record, which allows you to choose between the construction of multiple different “Flora” objects, like how you can choose between 3 different tree farms in this mod.
Workbench Keyword
Determines at which craftingstation (workshop, cooking station, armor workbench, etc…) the object can be crafted. The sheer amount of possible keywords suggest that this category could potentially be used for a broader range of functions.
ANAM – Unknown
Determines the icon which isdisplayed for the constructible object. Refers to the “Art Object” record, where, among other things, the actual model for the icon is determined
Category
Determines under which categorythe constructible object is displayed. For example, in this mod “WorkshopRecipeFilterResource02Misc "Miscellaneous" [KYWD:00118F64]” is used, which refers to the Miscellaneous category under the Resources tab in the workshop.
INTV –
By the less than comprehensivedescription in FO4Edit, it appears that this category somehow deals with how many of the constructible object are created.
Flora
This category deals with all theharvestable plants available in the game and is therefore an important aspect
of this mod.
Editor ID
The ID of an object which isused in FO4Edit/GECK/Creation Kit/whatever. Note: This is something completely separate from the name which is displayed ingame. Same principle as in both the “Constructible Object” and many other records.
Virtual Machine Adapter
Oh boy, this category deals, asfar as I understand, with scripts. My knowledge on this subject is very much limited and as far as I understand, as long as the official modding tools are not released, only very little can be done with this category.
Object Bounds
I believe this deals with the hitbox of the relevant object.
Transform
From what I understand thiscategory deals with the size, degree of tilting and potentially the angle of rotation of an object. Refers to the “Transform” record. Unfortunately, pretty much everything in that record is labeled as Unknown, which is going to make modifying this record a bit of a pain in the behind.
Name
The actual name of the objectwhich is displayed ingame, for example when hovering with your cursor above previously mentioned object.
Model
Deals with the model of theobject displayed ingame. In addition to 2 unknown categories, this also contains Material Swap, which as I understand is related to the use of non-default textures. Again, not my area of expertise.
Destructible
A very much comprehensivecategory which deals with the health of the object and how it behaves at different health percentages.
Keywords
Assigns keywords to the object,which gives it different properties depending on those keywords (like “UnscrappableObject [KYWD:001CC46A]” for example)
Properties
Closely related to keywords,except this category is more comprehensive and allows one to assign certain, values to the different properties (for example, giving “Food [AVIF:00000331]” a value of 0.5 causes an object to produce 0.5 food)
PNAM – Unknown & FNAM – Unknown
Function unknown, those categories are pretty much as vague as they sound.
Ingredient
The actual harvestableingredients: This can refer to a single item (like from the “Misc. Item”, “Ingestible” or even “Ammunition”, “Weapon” or “Armor” records depending on how crazy you want things to get). Alternatively it can refer to the “Leveled Item” record, where one can allow you to harvest multiple (but in quantity and quality) objects and even deal with the concept of chance.
Sound
The sound which is played uponharvesting the ingredient. Refers to the “Sound Descriptor” record, which deals with the actual sound file in more detail.
Seasonal Ingredient Production
I’ll be honest, I’ve no ideawhat this is supposed to do. Based on the name I assumed it dealt with the quantity of resource production, however no changes were observed ingame after altering these values. If someone figures out what this does, I would love to
hear about it.
1 comment
Name also deals with the name of the object that is displayed in the selection window, for example, if someone were to be placing a Melon in their settlement, Melon would also be displayed above the materials that are required to build it.
I'm not sure but I believe the transform also deals with how much the object clips? I haven't really played around with it that much.
And Art Object, although not all that important, is the object that is displayed in the build selection window.
Thanks again this helped me figure out some of the things that I incorrectly modified or forgot to modify. Also would it be possible for you to go over how the Form ID and leveled lists work in the mod? I don't understand the leveled list part much.