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The same applies to most pieces of clothing. Normally, they have no available modifications, so won't appear in the list. Once you get the ability to craft ballistic weave, clothing gets a modification option and will start appearing in the list. There has to be some sort of modification you can do for an item to appear.
This. And once you do get ballistic weave, the list of the types of head gear you can put it on is pretty limited. Newsboy cap is one you can. Can not put it on a military cap.
There are also mods that add this functionality to existing armors/clothing like Armorsmith Extended.
Not without a mod. If such a mod exists.
There are a couple of items like that already in the game, such as the clean black suit. It has the right slot to receive ballistic weave, but the recipe bit is missing, so you can only make it by using a console command or workbench glitch.
EDIT: The clean black suit is actually missing its mod association keyword to let the recipe work, not the recipe itself, which is a general one for ballistic weave.
I have not attempted this myself, and correct me if I am wrong, but by adding the vanilla railroad no weave into the attach slot shouldn't that make it work the same as unlocking weave upgrade option?
As far as the materials I thought it automatically derives that from the vanilla references for "no weave" since you aren't adding any foreign non-vanilla upgrades.
All I really know is the attach parent slots is the first step. Might try testing this out on my helmet just out of curiosity.
You do still need a suitable constructible object to handle the crafting of something, it's just not the missing part for that particular case.
Yeah, I figured as much. Referencing other mods I see that only the parent slot and keyword are needed, providing you can draw the rest from vanilla references.
If you're not going to make your own unique recipe and mod parts, it means you'd give it the association keyword to have it use the mod parts for an existing item type. For example, giving an item the synth helmet association keyword would allow it to have synth materials attached if it has the relevant slot.
Ahh roger that. Thanks for the clarification. I'll give it a shot tomorrow. I hated that the decorated army helmet from Eli's has no upgrade slots, a perfect candidate for my experiment. :)
It only exists as part of a mod - Eli's armour compendium
https://steamcommunity.com/sharedfiles/filedetails/?id=2806646985