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if you use mods then you should be able to with this
https://www.nexusmods.com/fallout4/mods/52776
i know that armorsmith extended mod (whatever it's called) will do it, but i don't like to use it since it adds like 40 new workbenches and changes the color of most clothing
Someone says:
Yeah, just need to add an armor type keyword and then add, or copy, the parent slot details across. Best if you look at something like Piper's coat and use it for reference. It's not hard
And another:
i did manage to find these 2 lines;
keyword - ap_Railroad_ClothingArmor "No Weave" [KYWD:0020DE3E]
parent - ma_Railroad_ClothingArmor [KYWD:0020DE40]
From what I understand of it, the "ap_Railroad_ClothingArmor" keyword goes into the "attach parent slots" section of the item's data so that it has a slot that can attach ballistic weave. The "ma_Railroad_ClothingArmor" keyword goes in the "keywords" section of the item's data so that the workbenches recognize it as something they can modify in that way.
---
Need to check in on fo4edit, maybe i can do it by console as well.
https://steamcommunity.com/sharedfiles/filedetails/?id=2777747380
edit: so what i did was waht you did with the BOS officer uniform. it spawned a new item when i didn't have the ability to craft the ballistic weave.
"set RailroadClothingArmorModAvailable to 1"
the stats didn't change and it didn't show anything in mods.
however i did the same with military fatigues, it changed the stats but did not show the modded added until i unlocked the ability to craft the BW. but when i tried again, for some reason the officer uniform had a different refID. so i'm going to go with the conclusion that since it's not initially available by normal means, it can't be done with console commands
· you find your item in the list
· right click on it and select "Copy as override (with overwriting) into
· find KWDA section on copied one, right click to empty space and select "Add"
· select "ma_Railroad_ClothingArmor [KYWD:0020DE40]" in the list
· find APPR section (Attach parent slot) on copied one, right click to empty space and select "Add"
· select "ap_Railroad_ClothingArmor "No Weave" [KYWD:0020DE3E]" in the list.
· save your esp.
Fo4edit Page[i.ibb.co]
https://steamcommunity.com/sharedfiles/filedetails/?id=2777772699
Now i need to find how to add those keywords by using console only ;)
i need to mess with FO4 edit for one mod i have that adds containers that have all the legendary items in the appropriate containers so i can add items from mods into them
You actually did the right thing. GetPlayerGrabbedRef returned ff002e7e on your example but you used ff002e77.amod ?! wrong reference number.
I tried to add it in the same way and it worked. If the item is a ballistic weave enabled then you can add it by .amod
My guess from that would be that the game is checking the base/form ID to determine what works for ballistic weave rather than checking the keywords on any individual references. Unless there's some other factor of which I'm not aware.
I was struggling with this but came to the same conclusion. Addkeyword only works on References not on FormIDs. A reference is an instance, which was copied from FormID, but game uses FormIDs to determine what to show on workbenches..
Even HasKeyword returns 1 in modified references but still .amod doesn't work on modified refenrece items. Only way, adding keywords to FormIDs, is making a mod (esp) file. I don't see any other way.
Well, it was worth a try :) At least now we know how to make a mod for it :P
https://steamcommunity.com/sharedfiles/filedetails/?id=2777861486
I created a little mod BallisticWeaveExt :)
It covers BOS Officer Uniform & Military Cap for now. But I may add any other items to my mod anytime if i need. It's just a few clicks of work.
And i loved how ballistic weave enabled renaming those items, they look much better now (aligned perfectly ;)
At least then you can play with the other options like changing colors, skins, and invisibility for armor and clothing.