Hello I've downloaded this mod, and yet for some reason or other I can't paint the armor red despite having red paint in my inventory, do you by chance have an idea as to what could be wrong?
If I may make a suggestion, if at all possible perhaps the Mirelurk swimwear ought to have some special bonuses as well. I certainly think a swim-speed bonus would be appropriate, and maybe a mask that makes seeing underwater easier?
I'm not sure if these are possible things to do, I just believe that there's a lot of missed potential with the Deathclaw armor having all the special bonuses.
At the time I could not get custom scripting to work on any of my stuff. For instance I would have liked to have the chameleon deathclaw armor actually make the user invisible when standing still, and if you have sneak up high enough maybe even let you move slowly without breaking the invisibility. But I couldn't at the time so instead I made the three coloured textures bethesda used for the chameleon deathclaw accessible by giving people the option to paint the armor red, green or blue with paintcans and paintbrushes found around the world (sort of like neopets)
Bethesda's documentation has gotten a lot better (Their website seems to have real searchable info now!) or it was always fine but it seemed like a second language to me at the time. I want to fix the bugs with this mod. Then maybe dive into expanding it, no promises though lol
Not sure if anyone has pointed this out but Deathclaw retextures affect this mod, which is something I did not expect but I like it. I can really go crazy with these deathclaw hunter outfits I put together.
Yeah, to keep the mod size down for console users I decided to just remap the models UV's to the deathclaw textures that are already in the game :D New textures can really eat up harddrive space and that is annoying on console.
Any mod that modifies deathclaw textures will also show up on this armor set
At the time I also wasn't yet familiar with substance designer or proper PBR texture creation, so using the in game textures was kind of a cop-out with benifits
There was plans to try and get more creative back before I started college and then started working in the industry lol. I've been going back over my mods and fixing bugs, this mod specifically has a lot of bad rigging, I used an automated tool at the time so it needs some manual reworking I now know how to do.
There will be an update soon but the first one is literally just going to be fixing some bad weight painting on the vertices
Just came to say, I love this mod, I've had it forever, but dang I wish I had the option to not have the teeth necklace on the Deathclaw Armor. It just looks weird. Like, your all suited up in this lovely leather armor you made from a flightless dragon, and then you decide to put on a Hawaiian-style shark-looking teeth necklace like you're The Rock in any movie ever. Also, the Wasteland Workshop patch completely breaks the mod. Don't use it. This mod would be 100% perfect if not for those liiiiittle things. Too bad it hasn't been touched in 3 years. :/ EDIT: So the power went out all day yesterday, so I couldn't actually play any games on my laptop (because battery drain) so I decided to try and fix the problems myself. So, the teeth necklace thing, I was kinda able to fix. I couldn't edit the model in NifScope because I don't know how, but what I could do was just make the model use the arm texture for the teeth instead, making it just look like bumps rather than teeth. Not perfect, but waayy better. The Wasteland Workshop Patch, oh my actual goodness. So, the whole patch is mostly bugs. I wish I was exaggerating when I said 80% of it was broken. Basically, he copied half the stuff as "new object" rather than as "overwrite" (meaning that it just added stuff, rather than changing the existing stuff). So, to the specifics: The original mod has "Constructable object" objects in it (crafting recipes), the patch does not. However, the patch has it's own version of the components (deathclaw leather, exc) needed in the crafting recipes, which obviously don't get called for. That would be fine if not for the fact that it also adds new versions of the hides also, and then overwrites all of the creatures to drop THOSE ones, rather than the old ones. So you get a bunch of hide and leather, which doesn't work in the crafting recipes. I only wish I had figured this out sooner. What I ended up doing was deleting the new items (all of which were just copies of the old ones), and then adding the old items to the new leveled lists (I could/should have just deleted the pointlessly overwritten creatures, and made the newly added/actually changed creatures use the old leveled lists, buuut there were 6 leveled lists, and like 30-40 creatures). This means the patch now overwrites the few things it needs to, while not replacing stuff the original mod needed. There were also a few strange things both the mod and the patch overwrote from vanilla, but left the same. Not a problem until the item gets changed in an update, which they did. So I deleted those dirty edits as well. After all of that, my work is done. The patch is a shell of its former self, which fixed all the bugs, and the models have had the teeth camouflaged. Links to the finished files here: Patch, which now actually has the original listed as a requirement. Models, all in the folders properly. Just extract to your data folder. All credit still goes to Andrew Van Sickle, who made the mod. I just did some editing.
Dude! This is awesome. Honestly I didn't know what I was doing. The only way I could make a wasteland workshop compatible version was literally to just load the wasteland workshop.esp or whatever while re-publishing the mod.
I'm glad someone came along and fixed it for a time, KUDOS :)
Unfortunately newer posts say the whole mod is broken now. Maybe I should try to fix it :p ...
95 comments
I'm not sure if these are possible things to do, I just believe that there's a lot of missed potential with the Deathclaw armor having all the special bonuses.
Bethesda's documentation has gotten a lot better (Their website seems to have real searchable info now!) or it was always fine but it seemed like a second language to me at the time. I want to fix the bugs with this mod. Then maybe dive into expanding it, no promises though lol
New textures can really eat up harddrive space and that is annoying on console.
Any mod that modifies deathclaw textures will also show up on this armor set
At the time I also wasn't yet familiar with substance designer or proper PBR texture creation, so using the in game textures was kind of a cop-out with benifits
I've been going back over my mods and fixing bugs, this mod specifically has a lot of bad rigging, I used an automated tool at the time so it needs some manual reworking I now know how to do.
There will be an update soon but the first one is literally just going to be fixing some bad weight painting on the vertices
https://www.nexusmods.com/fallout4/mods/20595
Like, your all suited up in this lovely leather armor you made from a flightless dragon, and then you decide to put on a Hawaiian-style shark-looking teeth necklace like you're The Rock in any movie ever. Also, the Wasteland Workshop patch completely breaks the mod. Don't use it.
This mod would be 100% perfect if not for those liiiiittle things. Too bad it hasn't been touched in 3 years. :/
EDIT: So the power went out all day yesterday, so I couldn't actually play any games on my laptop (because battery drain) so I decided to try and fix the problems myself.
So, the teeth necklace thing, I was kinda able to fix. I couldn't edit the model in NifScope because I don't know how, but what I could do was just make the model use the arm texture for the teeth instead, making it just look like bumps rather than teeth. Not perfect, but waayy better.
The Wasteland Workshop Patch, oh my actual goodness. So, the whole patch is mostly bugs. I wish I was exaggerating when I said 80% of it was broken. Basically, he copied half the stuff as "new object" rather than as "overwrite" (meaning that it just added stuff, rather than changing the existing stuff). So, to the specifics: The original mod has "Constructable object" objects in it (crafting recipes), the patch does not. However, the patch has it's own version of the components (deathclaw leather, exc) needed in the crafting recipes, which obviously don't get called for. That would be fine if not for the fact that it also adds new versions of the hides also, and then overwrites all of the creatures to drop THOSE ones, rather than the old ones. So you get a bunch of hide and leather, which doesn't work in the crafting recipes. I only wish I had figured this out sooner.
What I ended up doing was deleting the new items (all of which were just copies of the old ones), and then adding the old items to the new leveled lists (I could/should have just deleted the pointlessly overwritten creatures, and made the newly added/actually changed creatures use the old leveled lists, buuut there were 6 leveled lists, and like 30-40 creatures). This means the patch now overwrites the few things it needs to, while not replacing stuff the original mod needed.
There were also a few strange things both the mod and the patch overwrote from vanilla, but left the same. Not a problem until the item gets changed in an update, which they did. So I deleted those dirty edits as well.
After all of that, my work is done. The patch is a shell of its former self, which fixed all the bugs, and the models have had the teeth camouflaged. Links to the finished files here:
Patch, which now actually has the original listed as a requirement.
Models, all in the folders properly. Just extract to your data folder.
All credit still goes to Andrew Van Sickle, who made the mod. I just did some editing.
I'm glad someone came along and fixed it for a time, KUDOS :)
Unfortunately newer posts say the whole mod is broken now. Maybe I should try to fix it :p ...
You know what'd also be nice, if we had furniture made from various creature; kinda like the Pack Raider Furniture.