Purpose

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

Bethesda.net Links

Mod Authors

Purpose of this resource:

Why create this:

Instructions for Mod Authors

Details

Mods

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

------------------------------------------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 ).---------------------Xbox: All-DLC: https://bethesda.net/en/mods/fallout4/mod-detail/4038275 Xbox: No-DLC: https://bethesda.net/en/mods/fallout4/mod-detail/4038282 Xbox: Automatron Patch: https://bethesda.net/en/mods/fallout4/mod-detail/4038285 Xbox: Contraption Patch: https://bethesda.net/en/mods/fallout4/mod-detail/4038287 Xbox: Far Harbor Patch: https://bethesda.net/en/mods/fallout4/mod-detail/4038293 Xbox: Nuka World Patch: https://bethesda.net/en/mods/fallout4/mod-detail/4038289 Xbox: Vault-Tec Patch: https://bethesda.net/en/mods/fallout4/mod-detail/4038286 ---------------------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.Problem 1: many users want items sorted better in their inventorySolution 1: rename items so they start with a tag that groups and sorts them alphabeticallyDrawback: modifying the name of the record causes conflict with any other mod that modifies the same record. As simple rename causes incompatibilitySolution 2: use Fallout 4's dynamic naming mechanism to automatically tag armor and weapons so that the base record need not be modifiedAdvantage 1: since base records aren't modified, this method is compatible with mods that adjust stats, models, slots, etcAdvantage 2: mods that add new items can be tagged for sorting without addition work or compatibility patchesComplication: 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.Vanilla Fallout 4 gives us the following ways to identify armorArmorTypeHat - hatsArmorBodyPartHead - helmetsArmorBodyPartEyes - glasses/gogglesClothingDogmeat + playerCannotEquip - Dogmeat only equipableArmorBodyPartChest - chest armor overlaysdn_PowerArmor_Helmetdn_PowerArmor_LeftArmdn_PowerArmor_LeftLegdn_PowerArmor_RightArmdn_PowerArmor_RightLegdn_Powerarmor_TorsoAnd 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.--------------------Make ArmorKeywords.esm a master on your .esp and link it as a required file when you upload your mod to Nexus.To override an item, start with the resource item and copy as override into your .esp. All pieces to run dynamic naming are already set as detailed below.To create a new item, start with a resource item that is close then copy as a new item into your .esp. All pieces to run dynamic naming should carryover. Adjust community keywords as needed to properly tag and classify your item.---------------------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):OBTE - Count = 1OBTS Parts A Count = 0OBTS Parts B Count = 0OBTS Unknown (first instance) = 00 00 00 00 FF FF 01OBTS Unknown (second instance) = 00 00With 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.----------------------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.----------------------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:Author: ff7cloudstrifeAuthor: ZunaSWAuthor: billyroAuthor: invalidfateAuthor: Intension89Author: DhegonusAuthor: ruddy88Author: fadingsignalAuthor: DixiePigAuthor: tookiejones