Is there any way to obtain it through commands? Tried "help "CW Stormtroopers/Commonwealth Stormtroopers", no result. Well, in fact, i need only ID of main Armor suit
This mod is great, but I feel like the recent update has more bugs than the old one.
Only the armor's appearance can be modified and there aren't unique states for the appearances, the armor's inventory icon is of the combat armor as opposed to the stormtrooper armor, though these aren't "game breaking", they do make the mod seem more for show as opposed to anything practical, unless I'm missing something.
Those aren't bugs. Unique stats were removed cause they were buggy on the last version. Inv icon is combat armor because it's not easy to create a proper world model. (at least not for me). A lot of the custom paints were cosmetic in the new vegas mod, so thats how I did it. It's also a lot of work to create unique stats for each paint because I have to create multiple unique records in the CK for each paint job.
Of course you can use the old version or add the features you want yourself.
Ah, alrighty. Wasn't too sure. I'm thinking of doing that. (Downloading the old version.)
Also, what's with the invisible extra armor parts? To explain: There are pieces of armor listed in the style of standard armor parts (Chest, left arm, right arm, left leg, right leg.) as well as a body glove, but they're invisible when I put them on, resulting in my character's body turning invisible. Just curious.
Sorry for the late response. Did you use the console to spawn those in? If so, they're most likely left over placeholder records for the modular version I was going to make.
To make a ground mesh just collapse all modifiers in the modeling program you use, move the mesh to the ground and reset its pivot point to be 0, 0, 0. Then export as an .obj file. Now open an existing ground mesh of similar size with NifSkope and select the mesh. Now hit File Import and import the obj file you exported.
Usually this will make a new, erroneous texture child in the mesh, so you will need to scroll down in NifSkope and find the value at the bottom of the stack that says a number and texture. So your NiTriShape may have a new, incorrect texture. Look for BSLightingShaderProperty at the bottom. Will say a number. Select the mesh and scroll down the very bottom list where it says Name Value and look for Shader Property. Double click that and type that original number in and hit Enter. Now you can select the new, incorrect one and right click, hit Block and Remove Branch. Now expand the correctly placed BSLightingShaderProperty and click on BSShaderTextureSet. This will give you a list of the textures. Change the path to fit your textures. Save as, give it a name, assign in the toolkit and... oops, assign in the GECK and save.
I never made any tutorial videos on this due to there being tons out there.... or at least I assume there are tons out there. Should be. I know Nightasy was making tutorials on it on Youtube.
The tutorial I followed was similar to yours. The issue was with collisions of the model being the exactly the same as the reference model. In my case, stormtrooper helmet ground model with combat armor helmet collisions. There is/was clipping in game when the stormtrooper helmet was dropped and collided with the ground.
Unless I did it wrong or there's a way to fix the collisions?
dude these armors look amazing! my only real issue with the mod at all is that they appear kinda early on OR that you cant change the DR of the generic armor. I've been in a lot of fights that last really long (started a new game) and I waste a lot of ammo on just one or two stormtroopers. Again, great mod but is there any way to reduce the frequency of appearances? or just lock it to one faction? (i.e. institute/BOS/or gunners?) Thanks a ton! ^-^
First of all, this is freaking epic! So glad I got a PC and can enjoy this!
Also what mod adds the blaster you used for the Shadow armor in the screenshots? Is that an exclusive mod on another site or is it just one that I'm overlooking?
469 comments
Best regards
Only the armor's appearance can be modified and there aren't unique states for the appearances, the armor's inventory icon is of the combat armor as opposed to the stormtrooper armor, though these aren't "game breaking", they do make the mod seem more for show as opposed to anything practical, unless I'm missing something.
Of course you can use the old version or add the features you want yourself.
Also, what's with the invisible extra armor parts? To explain: There are pieces of armor listed in the style of standard armor parts (Chest, left arm, right arm, left leg, right leg.) as well as a body glove, but they're invisible when I put them on, resulting in my character's body turning invisible. Just curious.
I use ESP Explorer and was confused.
Don't worry about the late response, it's all good. ^^
Now open an existing ground mesh of similar size with NifSkope and select the mesh. Now hit File Import and import the obj file you exported.
Usually this will make a new, erroneous texture child in the mesh, so you will need to scroll down in NifSkope and find the value at the bottom of the stack that says a number and texture.
So your NiTriShape may have a new, incorrect texture.
Look for BSLightingShaderProperty at the bottom. Will say a number.
Select the mesh and scroll down the very bottom list where it says Name Value and look for Shader Property.
Double click that and type that original number in and hit Enter.
Now you can select the new, incorrect one and right click, hit Block and Remove Branch.
Now expand the correctly placed BSLightingShaderProperty and click on BSShaderTextureSet. This will give you a list of the textures.
Change the path to fit your textures.
Save as, give it a name, assign in the toolkit and... oops, assign in the GECK and save.
I never made any tutorial videos on this due to there being tons out there.... or at least I assume there are tons out there. Should be. I know Nightasy was making tutorials on it on Youtube.
Unless I did it wrong or there's a way to fix the collisions?
Also what mod adds the blaster you used for the Shadow armor in the screenshots? Is that an exclusive mod on another site or is it just one that I'm overlooking?