ΡΠΎΠ»Π»Π°ΡΡ 4 ΠΌΠΎΠ΄ awkcr
Fallout 4 «Armor and Weapon Keywords Community Resource»
ΠΡΠ° ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΈΡ Π΄ΠΎΠ±Π°Π²Π»ΡΠ΅Ρ Π² ΠΈΠ³ΡΡ 3 Π²Π΅ΡΡΡΠ°ΠΊΠ°, Π² ΠΊΠΎΡΠΎΡΡΠ΅ ΡΠ°Π·ΡΠ°Π±ΠΎΡΡΠΈΠΊΠΈ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΈΠΉ ΠΌΠΎΠ³ΡΡ Π΄ΠΎΠ±Π°Π²ΠΈΡΡ ΠΏΡΠ΅Π΄ΠΌΠ΅ΡΡ, ΡΡΠΎΠ±Ρ Ρ ΠΈΠ³ΡΠΎΠΊΠΎΠ² Π±ΡΠ»Π° Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΡ ΡΠΎΠ·Π΄Π°ΡΡ ΠΈΡ
.
Π’ΡΠ΅Π±ΡΠ΅ΡΡΡ Π΄Π»Ρ ΡΠΎΠ²ΠΌΠ΅ΡΡΠΈΠΌΠΎΡΡΠΈ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΈΠ΅ΠΉ Π½Π°ΠΏΡΠΈΠΌΠ΅Ρ: ΡΠΎΡΡΠΈΡΠΎΠ²ΠΊΠ° ΠΏΡΠ΅Π΄ΠΌΠ΅ΡΠΎΠ² Valdacil Item Sorting ΠΈ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΈΠ΅Ρ Π΄ΠΎΠ±Π°Π²Π»ΡΡΡΠ°Ρ Π΄ΠΎΠΏΠΎΠ»Π½ΠΈΡΠ΅Π»ΡΠ½ΡΠ΅ Π²ΠΈΠ΄Ρ Π±ΡΠΎΠ½ΠΈ Armorsmith Extended. ΠΡΠΎ ΡΠ½ΠΈΠ²Π΅ΡΡΠ°Π»ΠΈΠ·ΠΈΡΠΎΠ²Π°Π½Π½Π°Ρ Π±Π°Π·Π° Π΄Π»Ρ ΡΠ°Π·ΡΠ°Π±ΠΎΡΡΠΈΠΊΠΎΠ², ΠΊΠΎΡΠΎΡΠ°Ρ ΡΠΏΡΠΎΡΠ°Π΅Ρ ΠΏΡΠΎΡΠ΅ΡΡ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠΈ ΠΏΠΎΡΠ»Π΅Π΄ΡΡΡΠΈΡ
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Armor and Weapon Keywords Community Resource (AWKCR)
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About this mod
This is a master file to create a standardize framework for armor so that modders can create and modify armor (like Armorsmith) while making edits compatible with mods that adjust dynamic item naming (like Valdacil’s Item Sorting). Also adds a standardized set of crafting menu categories for armor/clothing/weapons and adds two workbenches for m
DLC requirements
DLC name |
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Automatron |
Far Harbor |
Contraptions Workshop |
Vault-Tec Workshop |
Nuka World |
Mods requiring this file
Author’s instructions
Mod authors have permission to link to this resource as a required file, however, DO NOT include a copy of AWKCR in your mod download. Users should get AWKCR from the AWKCR page to prevent versioning issues.
File credits
Donation Points system
This mod is opted-in to receive Donation Points
Translations available on the Nexus
Version v8.51
Version v8.6
Version v8.5
Version v8.4
Updates:
-Hazmat Suit Clean and Dirty has Secondary (Helmet) and Tetiary (Glove) MODCOLS and OMOD’s made for them, allowing for specific swaps. Edited for compatibility with upcoming RaiderOverhaul update
-Armor_Dog_Torso Series Indexes updated (They will not change in game visually, it’s to resolve a ongoing issue some mods have suffered with «invisible dog armor»
-Armor_Dog_Torso Series MODCOL series updated
-Updates to MODCOLS and INNR’s for RaiderOverhaul’s update coming.
-Fixed co_paint_Red_from_Paint_Base [COBJ:06000F56], changing out a bugged requirement, thanks to elijhahill for finding it.
New Content:
More _If_Temp_ Faction gated Armor LL’s to allow NPC’s to spawn with Faction specific colors.
Patches:
-Brotherhood Power Armor Overhaul:
Replaced with correct ESP
-Clothing Overhaul
Updated the Armor records updated in line with the changed templates in ArmorKeywords.
Version v8.3
Fixes:
-Added the ESM flag back to the ESM.
We have to remove then re-add this every time we make changes in Creation Kit.. It sucks.
-Updated the dn_PowerArmor [INNR:00188160] INNR to resolve a accidently inclusion of the VIS naming rules for Power Armor Limbs (LegL vs Left Leg)
-Updated the DLC01dn_PowerArmor [INNR:0100E6F9] INNR to resolve a accidently inclusion of the VIS naming rules for Power Armor Limbs (LegL vs Left Leg)
-Updated the dn_DLC04_PowerArmor_Overboss [INNR:06040D3B] INNR to resolve a accidently inclusion of the VIS naming rules for Power Armor Limbs (LegL vs Left Leg)
-Updated the dn_DLC04_PowerArmor_Quantum [INNR:06042A81] INNR to resolve a accidently inclusion of the VIS naming rules for Power Armor Limbs (LegL vs Left Leg)
-Updated the dn_DLC04_PowerArmor_NukaCola [INNR:0604B190] INNR to resolve a accidently inclusion of the VIS naming rules for Power Armor Limbs (LegL vs Left Leg)
Patches:
-Brotherhood Power Armor Overhaul:
INNR Updates
-PAMP
INNR Updates
-More Power Armor Mods
INNR Updates
Version v8.2
Updates:
-MiscMod’s added to all of the Vault number decals, good debate was had and it makes sense they would be removeable.
-Secondary VaultSuit (Restricted) Decals made «Free», but don’t have MiscMods attached.
-Corrected the Extra Space in «BOS Knight Commander» in a number of items.
-Updated Transforms thanks to Gernash
Patches:
-Clothing Overhaul series:
A few OMOD updates, Decal Description / Full Name updates
Helmeted Cage/Spike Armor Updates
-Brotherhood Power Armor Overhaul:
Decal Description / Full Name updates
Version v8.1
Updates:
-MiscMod’s added to all of the Vault number decals, good debate was had and it makes sense they would be removeable.
-Secondary VaultSuit (Restricted) Decals made «Free», but don’t have MiscMods attached.
-Corrected the Extra Space in «BOS Knight Commander» in a number of items.
— Updated Transforms thanks to Gernash
Patches:
-Clothing Overhaul series:
A few OMOD updates, Decal Description / Full Name updates
-Brotherhood Power Armor Overhaul:
Decal Description / Full Name updates
Version v8.0
Fixes:
-Created MODCOLS for the Power Armor Left Arm Rank Decal slot, and added the correct decals for the BOS ranks.
-Fixed double MA_ Keyword in the X-01 Left arm
-Nulled the co_DLC04_PA_Material_Placeholder [COBJ:05011529], It’s a duplicate of the «Sugar Bombs» paint job for the T-51
New Content:
-Added a number of DN_HasDecal_* Keywords
-Added a number of DN_HasPaint_* Keywords
-Added Nuka-Cola Paintjob OMOD (T-51, just the paint job)
-Added Nuka-Quantum Paintjob OMOD (X-01, just the paint job)
-Added «Null» Material Swaps, so if you choose to, you can have No Decal in selected locations.
Patches:
UCO Unified Clothing Overhaul includes Costume Party and Immersive Crafting series Patches added to FOMOD
Version v7.9
Version v7.8
Version v7.7
-Fixed a few of the Brotherhood of Steel Power Armor paints.
-Corrected the BOS01, BOS02 and BOS03 Chest Decal creation.
-Updated VaultSuit INNR’s to allow for proper naming when applying a non-Vault number decal
Updates:
-Updated the COBJ_Pigments_ to use WaterPurified «Purified Water» [ALCH:000366C0] vs WaterDirty «Dirty Water» [ALCH:000366BF] by popular request to balance the difficulty.
-Updated FarHarbor’s, Automatron, NukaWorlds power armor’s to allow for the decals also
-Created Power Armor INNRs to add naming support for material omods from AWKCR version of PAMAP, misc omods from AWKCR version of MPAM, for paint omods from WarTags v1.2, and paint and decal omods for WIP Worsin’s Power Armor Paint Garage.
Additions:
-Added a Minuteman CombatArmor paint thanks to DoktorSoviet
-Added new Keywords for compatibility with «More Power Armor Mods»
-Added New keywords for Compatibility with «Power Armor Materials and paints»
-Added new Keywords for Compatibility with «WarTags» (Updated ESP being worked on)
Patchs:
-Edited Patches for CPAO and BPAO
-Added a Replacer Plugin set for «More Power Armor Mods»
-Added a Replacer Plugin set for «Power Armor Materials and Paints»
Version v7.6
-Couple small Keyword updates
Version v7.5
-Corrected the T-60 Chest, Minutemen if_Tmp_PA_Minutemen (Last update to this record didn’t save, sorry for that!)
-Corrected Armor_BoS_Soldier «Brotherhood Fatigues» [ARMO:00169523], adding back a MODCOL that was removed at some point by mistake.
-Corrected an error in the modcol_ColorSwaps_Armor_BoS_Soldier_Primary [OMOD:0B000FBA] (Thanks to SassyRed for helping us run this down)
-Corrected the Armor_BoS_Quinlan «Quinlan’s Armor» [ARMO:00136335] Armor, resetting the ArmorAddon to default, and updating the material paths in the Nif’s to point at the «Vanilla» material file to allow the swaps to properly work.
-Corrected the Armor_BoS_Teagan «Teagan’s Armor» [ARMO:00136166] Armor, resetting the ArmorAddon to default, and updating the material paths in the Nif’s to point at the «Vanilla» material file to allow the swaps to properly work.
-Created Missing Material File(s) for the BOS_ScienceScribe. ScienceScribeOfficerAlpha.BGSM
-Created Missing OMOD / Color Swap for the BOS Science Scribe Outfit.
-Fixed the BosEngineerScribeOfficer [MSWP:00136164] Material Swap, Adding the EngineerScribeBody2sided.BGSM path
-Fixed the ArmorAddon pathing on DN054ZekesJacket «Zeke’s Jacket and Jeans» [ARMO:0014A0DC] to be AAClothesGreaserJacket [ARMA:0014BF4F], allowing for Material Swaps
-Corrected the ArmorAddon for ClothesDeaconScientist «Lab Coat» [ARMO:00237677], matching the other VaultTec Scientist variants
-Removed and Replaced the T-45 Gunner MODCOL and OMOD for the Paint record. CreationKit was reporting it corrupted, and had to be replaced.
***Please Note***
These FORMID’s Changed, so please check your patches
MODCOL_PA_T45_PaintGunner [OMOD:07014404]
PA_T45_Paint_Gunner01 «Gunner Paint» [OMOD:07014405]
New Content:
Permissions for the «Consistent Power Armor Overhaul» Arm Nif’s obtained, you can now apply Rank Decals to the arms of of the T-45, T-51, T-60 and X-01 Power Armor.
-SuperMutant ArmorAddon records added to hundreds of items to increase mod compatibility. (m150, Thirdstorm, MadMax713)
-Child ArmorAddons added Hundreds of Outfits (Bandit01 and others)
Generally it should be seamless, some things to note.
-I had to rebuild all of the Underarmors by hand, replacing the CBBE resized body with the correct Child Body and hand meshes. If you use a Playable Child mod and also CBBE Skins you’ll need to use the original loose files from the «Child Outfits Vanilla and Conversions Standalone» page.
-There may be some imperfections, please be understanding or don’t put that outfit on a child if it doesn’t «work» for you.
-Clipping / Imperfection Bug reports will be deleted, make a post and let us know, maybe try and fix it yourself, or again don’t use that outfit.
-Helmeted Cage and Spike armor don’t have a child helmet AA, I decided it was better to have a partially working outfit then a completely non-working. A helmet will likely be made later (and if one of you wants to do it, and send it our way. )
(Test)
Version v7.4
Version v7.3
Version v7.2
-Changed Eldar to Elder (How the hell does that keep creeping back in?)
-Corrected the T-60 Chest, Minutemen if_Tmp_PA_Minutemen
-Added a few more MODCOLs
-Edited Jackalope Horn and Blood to remove the scrap option, Fixed Preview Transform.
-Fixed Keyword mismatch on the Raider Power Armor Object template. (Thanks to Czasior)
Armor_Power_Raider_Torso «Raider Power Chest Piece» [ARMO:00140C57]
Version v7.1
-Modcols further refinded.
-Featured Item Keyword restore to items.
-X-01 had the Chest Decal AP Added (Sorry I missed it!)
-Some new Misc items.
-New Keywords, MODCOLS and OMOD’s for the «Tattered Vaultsuits» in some mods on the Nexus
-New MODCOL for the Secondary color swap for the DLC04 Hand made rifle
Version v7.0
-Modcols further refinded.
-Featured Item Keyword restore to items.
-X-01 had the Chest Decal AP Added (Sorry I missed it!)
-Some new Misc items.
Version v6.8
-More work on Adding «IfTmp*» Faction filters to Outfits and Leveled lists (Minutemen, Gunners and AtomCats finished)
-LLD created for DiamondCity
-Added Components and Scrap items for a unified «Food» system.
-Edited some Misc Items to add some of the new food based Components
-Added Keywords for Weapons, Item Sorting and Ingestibles
-Armor_BoS_Engineer_Scribe «Engineer’s Armor» [ARMO:000DEDE7] Object Template correct (Thanks to DW420 to seeing it)
Version v6.7
Version v6.6
-Corrected ArmorAddon for DLC03_Clothes_FishermanOutfit05 «Brown Fisherman’s Overalls» [ARMO:030570DA]
Thanks to sparrowhawk92 for assisting.
-Armor_Vault081_UnderwearChild «Vault 81 Jumpsuit (Child)» [ARMO:001D5F43]
Fixed the ArmorAddon direction to the new AAVault111SuitChild [ARMA:0700164E] (Allows for full vault decal swapping)
-Added MA_ Keywords to some «Null Mods» missing them.
-Started work on COBJ’s for the color swaps, adding pigments, paints and dyes as requirements to craft.
-Updated Damaged Hazmat suits world model.
-Missing Keywords adding the VaultTec Security Armor
-Corrected Dirty Army Fatigues ArmorAddon record to the new standard
-Updated DLC04_Clothing_HubologistRobes «Hubologist Outfit» [ARMO:06029C0C] to correct the OMODS, making the Hood and Body seperate targets
-Updated LL_Armor_Settler_All [LVLI:070021E3] to have better Diversity, and sublists to be random
-Brought the DLC FarHarbor Vim! T51 set into line with the other PA Changes
-Brought the DLC NukaWorld NukaCola T51 Set into line with the other PA changes
-Brought the DLC Nukaworld Quantum X01 Set into line with the other PA changes.
-Added Index based Paint swaps for several Vanilla Power Armor Frames missing those colors, X-01 got a White paint job for example.
-Updated a number of CoBJ’s to require pigments or paints to craft them, mostly PA Paint Records.
-Created very basic BoS Paints for the other Vanilla Power Armor. It follows the Remapping Index as in the T60, and when available the «RawMetal» material swap.
-Started work on Breaking off Decals from Power Armor’s «Paint» to a Decal selection.
The Decal Material Swap has been broken off from Paints, and decals have been creature for the available Vanilla decals.
This means you might see a decal missing from XXX suit of PA until it resets (If NPC owned) or until you modify it.
This is to increase compatibility for all PA mods, such as Worsins Power Armor etc.
Power Armor Torso Decals (BOS, Military Star, Gunner) require the same Decal / Stencil requirements as the other decals.
Power Armor Rank Decals (Left Arm, BOS Only atm) Require Paint and quest / Global condition flags in Vanilla FO4
-Gunners in Power Armor will now spawn in Gunner Paint jobs.
Version v6.5
Version v6.4
-Minutemen General’s Outfit:
Combat Armor Secondary Color swap added
-Start of the Power Armor Object Template «Combinations» to match the Combat Armor format.
-Leveled Lists
Further Flushing out of the Leveled lists for Faction specific armor / colors.
This means leveled lists with the «If_Temp» keywords added, so if you set up faction specific paints and these leveled lists are used for the factions the NPC’s will spawn with them correctly.
Version v6.3
-«Hidden Armor» Entries edited with a new Nif to hopefully resolve the issue some people saw.
-New Keywords added
Version v6.2
-dn_Vault_xxxx «Zero Filled» so they properly sort.
-Added Asymmetric Paint MA_ Keywords to a few items (Combat Armor, Power Armor, more to come) to allow for Right/Left paint jobs for armor items that use one material file and selection on a texture for both limbs. (Thanks to Halgoth for the reminder). This will assist mods like «WarTags» with better OMOD assignment to remove 1D10T errors.
-Keywords that are in the middle of being phased out / changed are now «Numbered» as we see them. Thank you to all the people who have been reporting them but we are aware.
We know there are some duplicates, it’s occuring as we «Merge up» keywords and re-assign some. When it involves for example, power armor, one will be a «Material» and one will be a «Paint» once we are done.
Version v6.1
Version v6.0
-Removed some duplicate COBJ’s
-Added some misc items we missed adding to leveled lists.
-Updated Ownership of the Stencils on the Prydwen, the Stencils are available for purchase from the BOS upon reaching each rank, the ones on display are for those who have «sticky fingers» or like to hunt the Brotherhood, so no one felt left out. (Thanks to Zooey for pointing out the issue)
-Removed a keyword added to the PowerArmor records preemptively (Content is not yet published), which should resolve the issue some saw.
Version v5.9
-Creative Clutter Compact Ammunition Mini-Workbench interaction points tweaked (Thanks to Demanding and Ms Rae)
-Creative Clutter Compact Armorsmith Mini-Workbench interaction points tweaked (Thanks to Demanding and Ms Rae)
-Creative Clutter Compact Weaponsmith Mini-Workbench interaction points tweaked (Thanks to Demanding and Ms Rae)
-Added the Missing Vault111 Decal Creation COBJ (ThanksLXYDuckboy)
-Added Missing COBJ’s for the Vaultsuit Clean and Dirty Texture swaps
-PA_Raider_Torso_2 «Raider Standard Torso Variant II Mesh» [OMOD:001AE25D], Corrected a property
-PA_Raider_Torso «Raider Standard Torso Variant I Mesh» [OMOD:00137B7C], Corrected Order of Properties [CK error].
-PA_Raider_LLeg «Raider Standard Left Leg Mesh» [OMOD:00137B7E], Corrected Order of Properties [CK error].
-PA_DLC04_Overboss_LArm «Raider Overboss Left Arm Mesh» [OMOD:0600B8E8], Corrected Order of Properties [CK error].
-PA_DLC04_Overboss_LLeg «Raider Overboss Left Leg Mesh» [OMOD:0600B8E9], Corrected Order of Properties [CK error].
-PA_DLC04_Overboss_RArm «Raider Overboss Right Arm Mesh» [OMOD:0600B8EA], Corrected Order of Properties [CK error].
-PA_DLC04_Overboss_RLeg «Raider Overboss Right Leg Mesh» [OMOD:0600B8EB], Corrected Order of Properties [CK error].
Version v5.8
-Armor_RaiderMod_ArmLeft «Raider Left Arm» [ARMO:0018E411] MODCOL error (Size C instead of Size B paints) (Thanks to Halgoth)
-Armor_RaiderMod_LegRight «Raider Right Leg» [ARMO:0018E40D] Object Template Error (Missed the New templates)
-ClothesDeaconWig «Pompador Wig» [ARMO:0004A521] | Spelling Corrected to «Pompadour Wig» (Thanks to Halgoth)
-Removed Unused entries for the «Book» category
-Removed Unused Perk override
-Armor_BoS_Knight_Lancer «Bomber Jacket» [ARMO:000E1AF6], Fixed Object Template (Thanks to Gambit77)
-ClothesChildofAtomBrown «Child of Atom Long Brown Rags» [ARMO:0022C674], Removed Duplicate Keyword (Thanks to Gambit77)
-DLC03_CoA_Armor_Combat_Torso_OBSOLETE «Atom’s Bulwark» [ARMO:03022601], brought inline with the Marine Armor, keywords, Object template, etc.
-Keyword _ClothingSlotWeddingRing_Slot51 [KYWD:07000ECE] changed to _ClothingSlot_Ring_Slot51 [KYWD:07000ECE] (More generic keyword usage)
-Fixed a couple hundred Armors and Clothing records missing the MODCOLS but had the OMOD’s in them
Version v5.7
Version v5.6
Version v5.5
Version v5.4
Version v5.2
Version v5.1
Version v5.0
I’m sure I’m forgetting stuff, but we’ve been working on this a long time and it’s the largest update this mod has ever gotten. There will be a more detailed article about the update and how to take advantage of the new features in the near future.
Version 5.3c
Version 4.02
Version 4.01
Version 4.0
Version 3.2
Version 3.1.1
Version 3.1.0
Version 3.0.9
Version 3.0.8
Version 3.0.7
Version 3.0.6
Version 3.0.5
Version 3.0.4
Version 3.0.3
Version 3.0.2
Version 3.0.1
Version 3.0.0
Version 2.4.0
Version 2.3.4
Version 2.3.3
Version 2.3.2
Version 2.3.1
Version 2.3.0
Version 2.2.2
Version 2.2.1
Version 2.2.0
Version 2.1.1
Version 2.1.0
Version 2.01
Version 2.0.3
Version 2.0.2
Version 2.0
Version 1.87
Version 1.86
Version 1.85
Version 1.83
Version 1.82
Version 1.81
Version 1.71
Version 1.70
Version 1.69
Version 1.68
Version 1.55
Version 1.51
Version 1.5
Version 1.4
Version 1.3
Version 1.2
Version 1.1
Purpose
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This resource accomplishes the following things:
1) Creates a standardized framework of keywords for: armor and weapon records for use by dynamic naming mods (and other mods that utilize these keywords to do cool things), crafting menus, and a color swap & decal swap framework.
2) Standardizes apparel slot usage to prevent conflicts between mod authors creations to increase inter usability.
3) Creates standardized armor, weapons, ammunition, and explosive workbenches to be utilized for crafting items added by mods.
4) Creates a collection of object modifications for blade weapons to recreate blade tempering from Skyrim for use by weapon modders.
Mod Users
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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).
Mod Authors
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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.
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.
Details
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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):
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.
Mods
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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.
Contributors
Plugin work by Gambit77, Valdacil, & Thirdstorm. Part of AWKCR color swap framework contributed by AndrewCX.
Armorsmith Workbench by Gambit77, Aldebaran90, & Stndmunki.
Armorsmith Workbench Mini variants by FadingSignal.
Weaponsmith Workbench by Gambit77.
Weaponsmith Workbench Mini variant by FadingSignal.
Ammunition Workbench by KKtheBeast, Gambit77, BenEphla, KingTobbe, Wanamingo, & LoneRaptor.
Ammunition Workbench F4NV variant by Circles, Leldorado, & KKtheBeast.
Explosive Workbenches by Chucksteel.
AWKCR compatibility patches by DrDanzel.
Compatibility patch installer
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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: