Fallout 4

Fallout 4

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Blinkybubs May 9, 2022 @ 12:19pm
Helmet.
Why is my recon combat helmet not showing up at the workbench?
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Showing 1-15 of 16 comments
steventirey May 9, 2022 @ 12:45pm 
In order to show up, the item in question must have some sort of modification available for it. Those marine armor helmets have no such modifications, so they don't appear in the list.

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.
Last edited by steventirey; May 9, 2022 @ 12:47pm
wtiger27 May 9, 2022 @ 5:14pm 
Originally posted by steventirey:
In order to show up, the item in question must have some sort of modification available for it. Those marine armor helmets have no such modifications, so they don't appear in the list.

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.
Iron Knights (Banned) May 9, 2022 @ 5:23pm 
I can but I use 6 mods to get things armored up and still do not include items like Combat Helmet, Vault Coat & a few others. Recon Marine Helmet is Tops short of the Army Helmet once you get the ballistic shielding & weaving in both. Go Army !
spaceweezle May 9, 2022 @ 7:51pm 
I think you can add your own upgrade slots to armor/clothing using fo4edit by adding items to attach parent slots. Might be the option if you have no interest in doing the prerequisite quests for weave.

There are also mods that add this functionality to existing armors/clothing like Armorsmith Extended.
Blinkybubs May 10, 2022 @ 5:09am 
Is there a way to name it? I'm more concerned about that than modifying it.
wtiger27 May 10, 2022 @ 5:32am 
Originally posted by Blinkybubs:
Is there a way to name it? I'm more concerned about that than modifying it.

Not without a mod. If such a mod exists.
DouglasGrave May 10, 2022 @ 8:03am 
Originally posted by spaceweezle:
I think you can add your own upgrade slots to armor/clothing using fo4edit by adding items to attach parent slots. Might be the option if you have no interest in doing the prerequisite quests for weave.
From what I understand, you also need a specified "recipe" entry telling the game how to construct it (including what materials it consumes, and the result produced). Without that, you'll have an attachment option that's technically valid, but which won't show up in the workbench.

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.
Last edited by DouglasGrave; May 10, 2022 @ 8:53am
spaceweezle May 10, 2022 @ 8:18am 
Originally posted by DouglasGrave:
Originally posted by spaceweezle:
I think you can add your own upgrade slots to armor/clothing using fo4edit by adding items to attach parent slots. Might be the option if you have no interest in doing the prerequisite quests for weave.
From what I understand, you also need a specified "recipe" entry telling the game how to construct it (including what materials it consumes, and the result produced). Without that, you'll have an attachment option that's technically valid, but which won't show up in the workbench.

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.

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.
DouglasGrave May 10, 2022 @ 8:52am 
Originally posted by spaceweezle:
Originally posted by DouglasGrave:
From what I understand, you also need a specified "recipe" entry telling the game how to construct it (including what materials it consumes, and the result produced). Without that, you'll have an attachment option that's technically valid, but which won't show up in the workbench.

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.
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.
After checking the details, I'll correct my former statement about ballistic weave (and the clean black suit) in particular, while you do need a recipe entry (called a "constructible object") to make the crafting work, what's missing from the black version is not the constructible object that handles the crafting, but a mod association keyword that identifies the suit as a valid target for the recipe.

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.
spaceweezle May 10, 2022 @ 8:57am 
Originally posted by DouglasGrave:
Originally posted by spaceweezle:
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.
After checking the details, I'll correct my former statement about ballistic weave (and the clean black suit) in particular, while you do need a recipe entry (called a "constructible object") to make the crafting work, what's missing from the black version is not the constructible object that handles the crafting, but a mod association keyword that identifies the suit as a valid target for the recipe.

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.
DouglasGrave May 10, 2022 @ 9:04am 
Originally posted by spaceweezle:
Originally posted by DouglasGrave:
After checking the details, I'll correct my former statement about ballistic weave (and the clean black suit) in particular, while you do need a recipe entry (called a "constructible object") to make the crafting work, what's missing from the black version is not the constructible object that handles the crafting, but a mod association keyword that identifies the suit as a valid target for the recipe.

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.
Yes, the slot allows the attachment to be possible, and the mod association keyword allows it to be associated as the target of the constructible object that makes the mod part.

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.
Last edited by DouglasGrave; May 10, 2022 @ 9:05am
spaceweezle May 10, 2022 @ 9:07am 
Originally posted by DouglasGrave:
Originally posted by spaceweezle:
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.
Yes, the slot allows the attachment to be possible, and the mod association keyword allows it to be associated as the target of the constructible object that makes the mod part.

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 should 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. :)
Iron Knights (Banned) May 10, 2022 @ 5:20pm 
Wait, there's a decorated army helmet ? (If I did get it, go find it in the dozen settlements I armored up...) Plus the inventory stacks all items of the same type so no control of which you are giving unless a different name.
Last edited by Iron Knights; May 10, 2022 @ 5:21pm
UCEY May 10, 2022 @ 6:09pm 
Most clothing items aren't customizable
spaceweezle May 10, 2022 @ 10:44pm 
Originally posted by Iron Knights:
Wait, there's a decorated army helmet ?

It only exists as part of a mod - Eli's armour compendium

https://steamcommunity.com/sharedfiles/filedetails/?id=2806646985
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Date Posted: May 9, 2022 @ 12:19pm
Posts: 16