- img 3 loading...
- img 4 loading...
- img 5 loading...
- img 6 loading...
- img 7 loading...
- img 8 loading...
- img 9 loading...
- img 10 loading...
- img 11 loading...
- img 12 loading...
- img 13 loading...
- img 14 loading...
- img 15 loading...
- img 16 loading...
- img 17 loading...
- img 18 loading...
- img 19 loading...
- img 20 loading...
- img 21 loading...
- img 22 loading...
- img 23 loading...
- img 24 loading...
- img 25 loading...
- img 26 loading...
- img 27 loading...
- img 28 loading...
- img 29 loading...
- img 30 loading...
- img 31 loading...
- img 32 loading...
- img 33 loading...
Last updated at 1:29, 9 Aug 2017 Uploaded at 9:20, 16 Dec 2015
This resource accomplishes the following things:
1) Creates a standardized framework for armor and cosmetics keywords for mod authors to prevent conflicts
2) Standardizes armor and cosmetics slot usage to prevent conflicts (contributed by all major cosmetics mod authors).
3) Creates a standard armor and weapons workbench to be utilized for crafting items added by mods.
4) Adds a standard ma keyword for use by weapon modders, a set of OMODs for damage upgrades for blade weapons, and dn keywords for Tactical Light, Laser Sight, & Tactical Light/Laser Sight combo OMODs. The release of Weaponsmith Extended will demonstrate how to replace ma keyword filtering for mod weapons with a GetEquipped condition. This was set up so that people can use lots of mod weapons without using up a bunch of the very limited amount of ma keywords that we have available before hitting the cap and causing the mod menu category formlist cap/ invisible robot bug.
5) Adds sorting keywords for weapon calibers to make it easier for weapon modders to set up their gun mods for dynamic sorting.
Mods you have installed may require this file as a base resource. Simply download and install the mod using the standard installation methods (recommended NMM: Newbie Guide). If you do not have any mods that require this resource, installing this mod will have no effect on your game.
PC: Non-DLC: https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/923494
PC: Automatron Only: https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/923349
PC: Far Harbor Only: https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/977013
PC: Automatron+Far Harbor: https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/976952
Xbox: Non-DLC: https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/923535
Xbox: Automatron Only: https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/923418
Xbox: Far Harbor Only: https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/977034
Xbox: Automatron+Far Harbor: https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/977183
Purpose of this resource:
Create a standardize framework for armor so that modders can create and modify armor while making edits compatible with mods that adjust dynamic item naming (like Valdacil's Item Sorting).
Adds a standardized set of crafting menu categories for armor/clothing/weapons and adds tow new crafting benches, the Armorsmith and Weaponsmith workbenches. This was done so that modders could share category menu keywords in order to lower our combined footprint in order to help the community avoid the formlist cap bug. And as a bonus to consolidate everybody's crafting recipes onto just 2 benches for convenience.
Why create this:
Problem 1: many users want items sorted better in their inventory
Solution 1: rename items so they start with a tag that groups and sorts them alphabetically
Drawback: modifying the name of the record causes conflict with any other mod that modifies the same record. As simple rename causes incompatibility
Solution 2: use Fallout 4's dynamic naming mechanism to automatically tag armor and weapons so that the base record need not be modified
Advantage 1: since base records aren't modified, this method is compatible with mods that adjust stats, models, slots, etc
Advantage 2: mods that add new items can be tagged for sorting without addition work or compatibility patches
Complication: keywords on weapons are really consistent, but keywords for armor are far less consistent with many classifications missing keywords altogether.
So this is a resource to fix Bethesda's inconsistent keywords on armor pieces and force all armor items to run dynamic naming rules. If not using a mod that modifies the dynamic naming rules, then these edits will have no negative effect. However, by using this resource your mod will the primed for dynamic naming.
Vanilla Fallout 4 gives us the following ways to identify armor
ArmorTypeHat - hats
ArmorBodyPartHead - helmets
ArmorBodyPartEyes - glasses/goggles
ClothingDogmeat + playerCannotEquip - Dogmeat only equipable
ArmorBodyPartChest - chest armor overlays
And that is it. As you can see we're missing the same left/right arm/leg breakdown for armor overlay pieces (leather, combat armor, etc). We're also missing an standard keywords on clothing, armor suits, and the like. The is also no Super Mutant keyword.
This resource solves that problem by adding keywords to tag armor/cosmetics so that mod authors can properly classify their items. See tutorial article attached to this page for more specifics.
If you are creating a mod that adds new wearable items, use this resource and one of the keywords and follow the instructions outlined in this article, then your new items will be prepared for dynamic naming automatically with no need for compatibility patches. The resource includes all vanilla items properly tagged and prepared for dynamic naming.
Instructions for Mod Authors
Make ArmorKeywords.esm a master on your .esp and link it as a required file when you upload your mod to Nexus.
To override an item, start with the resource item and copy as override into your .esp. All pieces to run dynamic naming are already set as detailed below.
To create a new item, start with a resource item that is close then copy as a new item into your .esp. All pieces to run dynamic naming should carryover. Adjust community keywords as needed to properly tag and classify your item.
Dynamic naming works off the INNR records in FO4Edit (latest version calls these Instance Naming Rule). These rules run as If...Then statements looking for keywords on the object and applying a piece of the item's name if a matching rule is found.
However, by default many armor items don't run dynamic naming rules because they didn't have any upgrades available in vanilla. In order to force them to run dynamic naming rules the INRD of the item records must be set to the EditorID of the rule to run for that item. Additionally, the OBTS must have a minimal definition as follows (if the item already has OBTE defined, do not change it; below is only for items where OBTE is undefined):
OBTE - Count = 1
OBTS Parts A Count = 0
OBTS Parts B Count = 0
OBTS Unknown (first instance) = 00 00 00 00 FF FF 01
OBTS Unknown (second instance) = 00 00
With INRD and OBTE set, it is then up to the author of sorting mods or mods that modify naming rules how to utilize the keywords the item is tagged with. In this way, sorting mods do not need to modify armor records to accomplish sorting and mods that add new armor/clothing can be sorted automatically as long both modders use these community keywords.
This community resource was initially envisioned and realized by Valdacil and Gambit77 in order to make Valdacil's Item Sorting (VIS) compatible with Armorsmith. Once we got started, we realized this would be a great framework to universalize the armor modding community and make life easier for both armor modders and sorting modders.
Plugin work by Valdacil and Gambit77.
Armorsmith Workbench mesh by Aldebaran90, Stndmunki & Gambit77.
Weaponsmith Workbench mesh by Gambit77.
AWKCR compatibility patches by DrDanzel.
Thank you to Exotic & Neanka for the Russian translations v1.71.
Thank you to Romeo1408 and megamoscha666 and PhillippHe for the German translations.
Thank you to Alucard92 and Wartinald for the Spanish translation.
Thank you to lotharis for the Polish translation.
Thank you to Puxxup for the Italian translation
Thank you to Dermophile74 for the French translation.
Compatibility patch installer
An NMM installer for multiple compatibility patches is available as an optional download in the files section. If you're missing a compatibility patch for a certain mod, leave a comment. The installer contains patches for the following mods:
R91 Standalone Assault Rifle
The AK-2047 Standalone Assault Rifle
The M9 Standalone Pistol
AK-47 Standalone Weapon
Viking Sword - Standalone Melee Weapon
Crecy - Standalone Sword
Carbon Fiber Combat Guns (Stand Alone)
Parang Machete HD
ARMOR AND CLOTHING
Gloves of the Commonwealth - Equippable Gloves
Slooty Vault Jumpsuit
Commonwealth Survivalist Gear