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SubRosa
post Dec 11 2016, 08:02 PM
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Fallout 4 works a lot differently than FO3, so I created a new topic for using its Creation Kit.

In F4 all workbenches are also containers that you can store your crafting items in. All of the workbenches in a settlement share a single inventory. If you are creating your own home and have multiple workbenches, you can link all of their inventories by doing the following:


First you need a Workshop - by this I mean the crafting station/workbench that you use for settlement construction. You can create your own, or use an existing one if you want to tie your new workbenches to that particular settlement. Even if you are just building a player home and don't want to use it to create a full blown settlement, you still need the Workshop. In that case you can place the Workshop station under the ground, or someplace otherwise inaccessible if you want.

Next place your new Armor, Weapons, PA, etc... Workbenches.

Double click on each to open their Reference windows, and go to the "Linked Ref" tab.

Leave this open, and find your Workshop in the render window.

Return to your new workbench's Reference window, and in the blank field under Linked Ref right click, and in the box that pops up, click on New.

In here click on Select Ref In Render Window.

This gives you a red crosshair in the Render window. Use it to click on the Workshop.

That brings up a new window setting it as a Linked Ref. Look down in that window to the Keyword field. In it select

WorkshopItemKeyword.

Click on Ok to close that window. That takes you back to your Workbench Reference window. Click on Ok to close that.

Do the same with the rest of your workbenches.

Done. Now all of the workbenches will share the same inventory.

This post has been edited by SubRosa: Feb 21 2017, 12:08 AM


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SubRosa
post Mar 5 2017, 09:45 PM
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I have been working on the property modifiers of Object Mods (the bonuses or penalties that come with gun mods like Long Barrel, Short Barrel, Full Stock, Marksman's Stock, etc..).

Here is what I gather from looking at the Property Modifiers and comparing them to the Description Text in the OMOD record.

fAimModelConeIronSightsMultiplier = This seems to control accuracy when using iron sights mode. I think it is the size of the cone over which bullets can spread out within. Negative values decrease the cone and thus the spread, and positive numbers increase it.

fAimModelMaxConeDegrees & fAimModelMinConeDegrees = These two seem to do the same, but for open sights mode. Again, negative values mean less spread and greater accuracy, positive numbers greater spread.

fAimModeRecoilMaxDegPerShot & fAimModeRecoilMaxDegPerShot = These two affect the recoil of gunshots and thusly accuracy. Again, negative numbers are good, and positive numbers worse.

fMaxRange & fMinRange = These modify the range of the weapon. Positive numbers mean longer range, negative means reduced range.

fweight = seems to increase the weight of the mod. Positive numbers being heavier.

ivalue = seems to modify the caps value of the mod.

fcriticaldamagemult = modifies the critical damage of the weapon. A rank 1 Better Criticals has a value of 1.000, and a rank 2 has a value of 2.000

fcriticalchargebonus = Not exactly sure what this does. I think it is the charging of your critical meter in VATS, and that a positive number is better.

iattackdamage = this increases the damage the gun does. I think a 0.5 is +50% more damage, 0.25 is +25% more, etc... A MoreDamage1 is typically 0.2500, and MoreDamage2 is 0.500, and MoreDamage3 is 0.7500.

fsecondarydamage = a positive value adds some kind of extra damage. It might be only for gun-bashing, but I am not sure. A Large Bayonet has a value of 1.000, and a Small Bayonet a value of 0.5.

peEnchantments = with an ADD of enchModArmorPenetration, this makes the gun armor-piercing.

vaActorValues = again with an ADD of ArmorPenetration & 40.0000. This clearly has something to do with armor-piercing.

iammocapacity = is used on magazines. A little bit goes a long way. Typically a Large Mag has a value of 1.000, and an Extra Large (Drum) a value of 3.000. A Standard Mag does not have this, as it uses whatever the base ammo is listed in the Weapon record itself.

This post has been edited by SubRosa: Mar 6 2017, 03:54 AM


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TheCheshireKhajiit
post Mar 6 2017, 12:56 AM
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QUOTE(SubRosa @ Mar 5 2017, 02:45 PM) *

I have been working on the property modifiers of Object Mods (the bonuses or penalties that come with gun mods like Long Barrel, Short Barrel, Full Stock, Marksman's Stock, etc..).

Here is what I gather from looking at the Property Modifiers and comparing them to the Description Text in the OMOD record.

fAimModelConeIronSightsMultiplier = This seems to control accuracy when using iron sights mode. I think it is the size of the cone over which bullets can spread out within. Negative values decrease the cone and thus the spread, and positive numbers increase it.

fAimModelMaxConeDegrees & fAimModelMinConeDegrees = These two seem to do the same, but for open sights mode. Again, negative values mean less spread and greater accuracy, positive numbers greater spread.

fAimModeRecoilMaxDegPerShot & fAimModeRecoilMaxDegPerShot = These two affect the recoil of gunshots and thusly accuracy. Again, negative numbers are good, and positive numbers worse.

fMaxRange & fMinRange = These modify the range of the weapon. Positive numbers mean longer range, negative means reduced range.

fweight = seems to increase the weight of the mod. Positive numbers being heavier.

ivalue = seems to modify the caps value of the mod.

Ooh, Khajiit is considering tweaking the R91 to be less powerful since it appears at extremely low levels. These values should come in handy should Khajiit decide to reduce accuracy instead of power!


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SubRosa
post Mar 6 2017, 03:27 AM
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QUOTE(TheCheshireKhajiit @ Mar 5 2017, 06:56 PM) *

Ooh, Khajiit is considering tweaking the R91 to be less powerful since it appears at extremely low levels. These values should come in handy should Khajiit decide to reduce accuracy instead of power!

I added some more property modifies to the post above. Look in the R91's OMODs for iattackdamage and fsecondarydamage. They might be the reason the gun is doing so much damage. I just noticed that my AK-74s were doing insane amounts of damage, and those were the culprits. The values given for AKs Hardened and Powerful Receivers were insanely high. A MoreDamage1 is typically 0.2500, and MoreDamage2 is 0.500, and MoreDamage3 is 0.7500. The AK had a value of something like 8.000 for the MoreDamage1, and worse for the next up.

This post has been edited by SubRosa: Mar 6 2017, 03:31 AM


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TheCheshireKhajiit
post Mar 6 2017, 03:33 AM
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QUOTE(SubRosa @ Mar 5 2017, 08:27 PM) *

QUOTE(TheCheshireKhajiit @ Mar 5 2017, 06:56 PM) *

Ooh, Khajiit is considering tweaking the R91 to be less powerful since it appears at extremely low levels. These values should come in handy should Khajiit decide to reduce accuracy instead of power!

I added some more property modifies to the post above. Look in the R91's OMODs for iattackdamage and fsecondarydamage. They might be the reason the gun is doing so much damage. I just noticed that my AK-74s were doing insane amounts of damage, and those were the culprits. The values given for AKs Hardened and Powerful Receivers were insanely high.

Well the frickin R91 is doing like 31 base damage with the standard receiver. Kim-Ly is only lvl 4 and has found at least 3 of them! If we are going to find it on every other Raider then it needs to be nerfed.

*edit*
Clarification: the 31 base damage is including rank 1 of Rifleman, which really doesn't change the fact that it's too powerful for a low level weapon.

This post has been edited by TheCheshireKhajiit: Mar 6 2017, 03:39 AM


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SubRosa
post Mar 6 2017, 03:46 AM
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QUOTE(TheCheshireKhajiit @ Mar 5 2017, 09:33 PM) *

QUOTE(SubRosa @ Mar 5 2017, 08:27 PM) *

QUOTE(TheCheshireKhajiit @ Mar 5 2017, 06:56 PM) *

Ooh, Khajiit is considering tweaking the R91 to be less powerful since it appears at extremely low levels. These values should come in handy should Khajiit decide to reduce accuracy instead of power!

I added some more property modifies to the post above. Look in the R91's OMODs for iattackdamage and fsecondarydamage. They might be the reason the gun is doing so much damage. I just noticed that my AK-74s were doing insane amounts of damage, and those were the culprits. The values given for AKs Hardened and Powerful Receivers were insanely high.

Well the frickin R91 is doing like 31 base damage with the standard receiver. Kim-Ly is only lvl 4 and has found at least 3 of them! If we are going to find it on every other Raider then it needs to be nerfed.

*edit*
Clarification: the 31 base damage is including rank 1 of Rifleman, which really doesn't change the fact that it's too powerful for a low level weapon.

Well the Assault Rifle's base damage is 30, and the Combat Rifle is 33. So that's about the same as vanilla.

I think your problem is not really the damage of the gun, but that it is so common at lower levels. My guess is that whatever script injects it into the leveled lists just throws it in with the same frequency no matter what your level is. I don't really know how to fix that. It makes me glad I went to the extra work of turning my modded guns into replacers for the vanilla weapons, and deleting the leveled list injector scripts and associated quests they had. That way they only appear at the same levels and rates as the vanilla guns they replaced.

This post has been edited by SubRosa: Mar 6 2017, 03:52 AM


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TheCheshireKhajiit
post Mar 6 2017, 04:10 AM
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QUOTE(SubRosa @ Mar 5 2017, 08:46 PM) *

QUOTE(TheCheshireKhajiit @ Mar 5 2017, 09:33 PM) *

QUOTE(SubRosa @ Mar 5 2017, 08:27 PM) *

QUOTE(TheCheshireKhajiit @ Mar 5 2017, 06:56 PM) *

Ooh, Khajiit is considering tweaking the R91 to be less powerful since it appears at extremely low levels. These values should come in handy should Khajiit decide to reduce accuracy instead of power!

I added some more property modifies to the post above. Look in the R91's OMODs for iattackdamage and fsecondarydamage. They might be the reason the gun is doing so much damage. I just noticed that my AK-74s were doing insane amounts of damage, and those were the culprits. The values given for AKs Hardened and Powerful Receivers were insanely high.

Well the frickin R91 is doing like 31 base damage with the standard receiver. Kim-Ly is only lvl 4 and has found at least 3 of them! If we are going to find it on every other Raider then it needs to be nerfed.

*edit*
Clarification: the 31 base damage is including rank 1 of Rifleman, which really doesn't change the fact that it's too powerful for a low level weapon.

Well the Assault Rifle's base damage is 30, and the Combat Rifle is 33. So that's about the same as vanilla.

I think your problem is not really the damage of the gun, but that it is so common at lower levels. My guess is that whatever script injects it into the leveled lists just throws it in with the same frequency no matter what your level is. I don't really know how to fix that. It makes me glad I went to the extra work of turning my modded guns into replacers for the vanilla weapons, and deleting the leveled list injector scripts and associated quests they had. That way they only appear at the same levels and rates as the vanilla guns they replaced.

You're right, the availability of the weapon at absurdly low levels is the big problem. Really wish someone would make an alteration mod that makes it rarer, similar to the Chinese Assault Rifle mod (supposedly its only carried by elite raiders and gunners). Really thinking it might be better as a replacer like you did. If you wouldn't mind sometime, would you post a step by step guide of how to make the replacer mod for the assault rifle?


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SubRosa
post Mar 6 2017, 04:43 AM
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QUOTE(TheCheshireKhajiit @ Mar 5 2017, 10:10 PM) *

QUOTE(SubRosa @ Mar 5 2017, 08:46 PM) *

QUOTE(TheCheshireKhajiit @ Mar 5 2017, 09:33 PM) *

QUOTE(SubRosa @ Mar 5 2017, 08:27 PM) *

QUOTE(TheCheshireKhajiit @ Mar 5 2017, 06:56 PM) *

Ooh, Khajiit is considering tweaking the R91 to be less powerful since it appears at extremely low levels. These values should come in handy should Khajiit decide to reduce accuracy instead of power!

I added some more property modifies to the post above. Look in the R91's OMODs for iattackdamage and fsecondarydamage. They might be the reason the gun is doing so much damage. I just noticed that my AK-74s were doing insane amounts of damage, and those were the culprits. The values given for AKs Hardened and Powerful Receivers were insanely high.

Well the frickin R91 is doing like 31 base damage with the standard receiver. Kim-Ly is only lvl 4 and has found at least 3 of them! If we are going to find it on every other Raider then it needs to be nerfed.

*edit*
Clarification: the 31 base damage is including rank 1 of Rifleman, which really doesn't change the fact that it's too powerful for a low level weapon.

Well the Assault Rifle's base damage is 30, and the Combat Rifle is 33. So that's about the same as vanilla.

I think your problem is not really the damage of the gun, but that it is so common at lower levels. My guess is that whatever script injects it into the leveled lists just throws it in with the same frequency no matter what your level is. I don't really know how to fix that. It makes me glad I went to the extra work of turning my modded guns into replacers for the vanilla weapons, and deleting the leveled list injector scripts and associated quests they had. That way they only appear at the same levels and rates as the vanilla guns they replaced.

You're right, the availability of the weapon at absurdly low levels is the big problem. Really wish someone would make an alteration mod that makes it rarer, similar to the Chinese Assault Rifle mod (supposedly its only carried by elite raiders and gunners). Really thinking it might be better as a replacer like you did. If you wouldn't mind sometime, would you post a step by step guide of how to make the replacer mod for the assault rifle?

Making a replacer is really not too hard. Start with your gun mod open its Weapon Record, and then that of the gun you want to replace. Copy everything from the mod to the gun being replaced, so the two records are identical.

Then open the Object Mod for each, and do the same. Its very time consuming, but you just have to remove all the original OMODs for the gun you are replacing, and instead fill in those from the modded gun. What gets tricky is that the vanilla guns have a 7 or 8 different varieties, while modded guns typically only have one or two. So you have to use your own discretion on what OMODs to use for the extra varieties of the vanilla gun.

And finally delete the script that injects the modded gun into the leveled lists. Those scripts are started by a quest, so delete that as well. That way you keep the modded gun out of the game. You would probably have to start a new game in your case, because I think once one of those scripts is running, you cannot shut it off. Deleting the mod and the files in the Script folder will not stop it. It will persist in your save game. There was a tool someone created for Skyrim called Save Cleaner that allowed you to open saved games, see what scripts were running in them, and stop them. But I don't know if anyone ever did that for Fallout 4.

Come to think of it, if you could just stop that injector script, that would solve your problems. So you might want to try and research that first.

Or failing that, delete the script and its quest and start a new game. Give yourself the R91 with the console. Then when you are higher level reinstall the mod (with the script and quest).


Edit: That Save Cleaner does exist for Fallout 4. It is a command line interface, so it is not easy to use. But the description says it can detect scripts and stop them. Just be sure to make a copy of your save file before trying it. Just in case.

This post has been edited by SubRosa: Mar 6 2017, 04:52 AM


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Posts in this topic
SubRosa   Fallout 4 Creation Kit   Dec 11 2016, 08:02 PM
mALX   What a great idea to give tips on how all the new ...   Dec 11 2016, 10:38 PM
SubRosa   I made another interesting discovery today. You ...   Jan 2 2017, 06:41 PM
mALX   I made another interesting discovery today. You...   Jan 14 2019, 08:16 PM
SubRosa   I finally figured out how to mod the meshes of a w...   Feb 19 2017, 08:41 PM
Cain   I envy your skill with the CK. I jumped into it wi...   Feb 20 2017, 08:09 PM
mALX   I envy your skill with the CK. I jumped into it w...   Jan 14 2019, 09:02 PM
SubRosa   I am really not that good with the CK. I just deci...   Feb 21 2017, 12:07 AM
SubRosa   So far so good on the weapon replacer mods I have ...   Feb 25 2017, 05:50 PM
SubRosa   I made a discovery today. If you put a weapon in a...   Mar 4 2017, 11:07 PM
mALX   I made a discovery today. If you put a weapon in ...   Jan 15 2019, 06:33 AM
TheCheshireKhajiit   *snip* Very good advice! This one will ponde...   Mar 6 2017, 06:10 AM
SubRosa   *snip* Very good advice! This one will pond...   Mar 6 2017, 06:27 PM
TheCheshireKhajiit   It sounds like the R91 was added directly into th...   Mar 6 2017, 08:18 PM
SubRosa   Here is how to create your own settlement anywhere...   Apr 3 2017, 12:31 AM
TheCheshireKhajiit   *snip* Thank you for posting this! This one ...   Apr 3 2017, 12:46 AM
mALX   Here is how to create your own settlement anywher...   Jan 15 2019, 06:52 AM
SubRosa   I made a few updates. It appears that the DefaultE...   Apr 3 2017, 05:51 PM
SubRosa   Here is how you can add Ballistic Weave to any arm...   Apr 6 2017, 02:18 AM
mALX   Here is how you can add Ballistic Weave to any ar...   Jan 15 2019, 07:09 AM
TheCheshireKhajiit   Here is how you can add Ballistic Weave to any ar...   Apr 6 2017, 03:42 AM
SubRosa   Since Khajiit was asking, to create new colors to ...   Mar 31 2018, 09:01 PM
TheCheshireKhajiit   Since Khajiit was asking, to create new colors to...   Mar 31 2018, 10:41 PM
SubRosa   Since Khajiit was asking, to create new colors t...   Mar 31 2018, 11:17 PM
TheCheshireKhajiit   [quote name='TheCheshireKhajiit' post='299764' da...   Mar 31 2018, 11:20 PM
mALX   Since Khajiit was asking, to create new colors to...   Jan 14 2019, 08:06 PM
TheCheshireKhajiit   Khajiit did what you said and was able tweak the s...   Apr 1 2018, 10:38 PM
mALX   Edit: I merged this into the existing Creation Kit...   Jan 5 2019, 02:19 AM
SubRosa   1 - Getting rid of the garbage statics can be diff...   Jan 5 2019, 07:08 PM
mALX   1 - Getting rid of the garbage statics can be dif...   Jan 13 2019, 09:40 PM
SubRosa   I will pass along the suggestion to create a singl...   Jan 13 2019, 10:28 PM
mALX   Oh, and I actually made a few of those "Stati...   Jan 13 2019, 10:34 PM
SubRosa   When you are in the Creation Kit there is a way to...   Jan 13 2019, 10:45 PM
mALX   When you are in the Creation Kit there is a way t...   Jan 14 2019, 02:09 AM
ghastley   When you are in the Creation Kit there is a way t...   Jan 14 2019, 08:13 PM
mALX   Ooh, SubRosa = thank you so much for your part in ...   Jan 15 2019, 07:41 AM


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