jblack145

cwcrs how to

Jul 8th, 2020
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  1. - I'll be using the Glock 19x in this video
  2. - There's 3 categories that are important here. 'Weapon', 'Keyword', and 'Constructable object'.
  3. - We'll be using constructable object to build the recipe itself, keyword to attach the right workbench, and weapon to gather the ID.
  4. - I'll be using ctrl+c a lot to paste whichever ID's I need
  5. - 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
  6.  
  7. 1 Open mod organizer
  8. 2 Open xEdit
  9. 3 select 'StandaloneWorkbenches.esl' and whichever weapon you want to craft
  10. 4 press 'ok'
  11. 5 open StandaloneWorkbenches.esl and click on keyword, you'll need the ID to let the recipe know which workbench to use
  12. 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
  13. a workbench. If it is not, then it's an omod which you can attach to the weapon itself.
  14. 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.
  15. 8 call it whatever you wish
  16. 9 now you've made the mod! It's time to add masters, so it'll work with Standalone Workbenches
  17. 10 right click on your new mod and click 'add masters'. doubleclick standalone workbenches.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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
  23. ID over to my new recipe, where I'll paste in 'BNAM'.
  24. 16 I do not need to change anything else, as all I did was change which workbench will be handling the recipe.
  25.  
  26. - now I'll be making a completely new recipe for a weapon that does not come with one.
  27. - a good example of this would be the bullpup bozar and I'll be using that as a base.
  28. - 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
  29. - 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
  30. - now you have a new mod. right click on the record under keyword and remove it.
  31. - add standalone workbenches as a master
  32. - now rightclick 'keyword' and add a new KYWD. click ok, the ID does not matter.
  33. - rightclick the mod itself and click add, then COBJ constructable object.
  34. - rightclick constructable object and add a new record
  35. - now you have the required records to make your mod.
  36. - this is where you'll be adding specific details and you don't want to screw up.
  37. - lets start with the keyword. click your new record and look to your right. right click these options and click add:
  38. EDID - Editor ID
  39. TNAM - Type
  40. FULL - Name
  41. - now make a name for your EDID. example: 'bozarcraft01'
  42. - doubleclick on type and start typing recipe, then click recipe filter.
  43. - now name your keyword, this is what you'll see in the workbench. example: 'Weapon - Bozar'
  44. - now you're done with your keyword.
  45. - now the COBJ. click your new record and look to your right. right click these options and click add:
  46. EDID - Editor ID
  47. FVPA - Components
  48. CNAM - Created Object
  49. BNAM - Workbench keyword
  50. FNAM - Category
  51. INTV - Data
  52. - this will take the longest to make.
  53. - name your EDID, example: 'bozarcraft02'
  54. - go to your gun's original esp and select 'weapon'
  55. - find the standard weapon and ctrl+c it, then paste it in CNAM
  56. - repeat step '15'.
  57. - if this fails its because you skipped adding the master
  58. - now go over to your keyword you just created and ctrl+c it, and paste in FNAM.
  59. - set INTV - created object count to '1'
  60. - finally you'll want to select whichever components you think are applicable
  61. - I'm using:
  62. adhesive
  63. gears
  64. screws
  65. steel
  66. aluminum
  67. - double-click on the 'null reference' and type 'c_component', replace component with whichever you wan to use ex: c_gear then enter
  68. - if you want more, rightclick FVPA and click 'add'
  69. - set the 'count' to however much you think is required
  70. - do this until you're satisfied
  71. - 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.
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