Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- - I'll be using the Glock 19x in this video
- - There's 3 categories that are important here. 'Weapon', 'Keyword', and 'Constructable object'.
- - We'll be using constructable object to build the recipe itself, keyword to attach the right workbench, and weapon to gather the ID.
- - I'll be using ctrl+c a lot to paste whichever ID's I need
- - The Glock 19x comes with a recipe, so I'll show how to convert an existing recipe, then I'll show how to make a new one
- 1 Open mod organizer
- 2 Open xEdit
- 3 select 'StandaloneWorkbenches.esl' and whichever weapon you want to craft
- 4 press 'ok'
- 5 open StandaloneWorkbenches.esl and click on keyword, you'll need the ID to let the recipe know which workbench to use
- 6 open your weapon mod of choice and click on Constructable object, you can find out if the weapon already has a recipe by checking to see if the recipe is using
- a workbench. If it is not, then it's an omod which you can attach to the weapon itself.
- 7 If it is a recipe, then right click on it and select 'copy as overwrite into' and select 'yes I'm sure'. Choose the 3rd option down esp as esl and doubleclick.
- 8 call it whatever you wish
- 9 now you've made the mod! It's time to add masters, so it'll work with Standalone Workbenches
- 10 right click on your new mod and click 'add masters'. doubleclick standalone workbenches.
- 11 now go into your mod and you'll see your new constructable object. this mod will overwrite the original and conflict with it, but that doesn't matter.
- 12 My mod gets rid of conditions required to initially craft the gun, so if the recipe has conditions remove them by right clicking and removing. Mine doesn't have those.
- 13 The gun I'm using also already has a keyword that I use for my weapons, so I will not be carrying that over to the new esp.
- 14 If yours has a different name than 'Weapon - Example', then you'll want to right click, copy into overwrite and select your new esp.
- 15 I'm just chaning the workbench, so I'd want to go into StandaloneWorkbenches.esl and select keyword. Then I'll click Weaponsmith Workbench and do ctrl+c and take that
- ID over to my new recipe, where I'll paste in 'BNAM'.
- 16 I do not need to change anything else, as all I did was change which workbench will be handling the recipe.
- - now I'll be making a completely new recipe for a weapon that does not come with one.
- - a good example of this would be the bullpup bozar and I'll be using that as a base.
- - the same startup follows, but once you get to step 6, if you do not see a recipe you'll need to create a new one. you can do this simply here in xEdit
- - open your gun's esp and head to keyword. copy a random record into overwrite, it doesn't matter which because we'll be deleting it soon
- - now you have a new mod. right click on the record under keyword and remove it.
- - add standalone workbenches as a master
- - now rightclick 'keyword' and add a new KYWD. click ok, the ID does not matter.
- - rightclick the mod itself and click add, then COBJ constructable object.
- - rightclick constructable object and add a new record
- - now you have the required records to make your mod.
- - this is where you'll be adding specific details and you don't want to screw up.
- - lets start with the keyword. click your new record and look to your right. right click these options and click add:
- EDID - Editor ID
- TNAM - Type
- FULL - Name
- - now make a name for your EDID. example: 'bozarcraft01'
- - doubleclick on type and start typing recipe, then click recipe filter.
- - now name your keyword, this is what you'll see in the workbench. example: 'Weapon - Bozar'
- - now you're done with your keyword.
- - now the COBJ. click your new record and look to your right. right click these options and click add:
- EDID - Editor ID
- FVPA - Components
- CNAM - Created Object
- BNAM - Workbench keyword
- FNAM - Category
- INTV - Data
- - this will take the longest to make.
- - name your EDID, example: 'bozarcraft02'
- - go to your gun's original esp and select 'weapon'
- - find the standard weapon and ctrl+c it, then paste it in CNAM
- - repeat step '15'.
- - if this fails its because you skipped adding the master
- - now go over to your keyword you just created and ctrl+c it, and paste in FNAM.
- - set INTV - created object count to '1'
- - finally you'll want to select whichever components you think are applicable
- - I'm using:
- adhesive
- gears
- screws
- steel
- aluminum
- - double-click on the 'null reference' and type 'c_component', replace component with whichever you wan to use ex: c_gear then enter
- - if you want more, rightclick FVPA and click 'add'
- - set the 'count' to however much you think is required
- - do this until you're satisfied
- - now you're done! double-check your work to be sure there's no null references. Then do ctrl+s to save your work and exit.
Advertisement
Add Comment
Please, Sign In to add comment