Hello there dears. I appreciate the feedback and warm welcome to the modding community! I'm glad people seem to enjoy my contribution, and if anyone has any logical suggestions feel free to speak up. I implemented a few suggestions and fixes into 1.2, and it seems fine as is, but I may add a few more things. One such thing being a rework of the Lining mods to diversify them from my Underarmors, and a potential renaming of Underarmors to "Material", since thats what its become really. xD
Its a small mod but if anything is broken do tell me, since i'm currently busy with another mod.. a much, stupidly larger one.
PS: I can nether confirm nor deny if "More Weaves - No Railroad" Is actually causing crashes, but it was in several recent comments and I chose to make my own instead of risking my current load order. It never crashed me, because I myself never used it. XD
N.O.N.E. - Ballistic Weave Overhaul Version 2.0 is Live!
Let me start with an apology to anyone who used my mod thus far who lost any progress due to my renaming of the ESP. As my first public mod I was not use to naming my personal mods anything serious, ( this mod was called "I'llrailyourroad" when i first made it xD)
With that said there should be no more problems with that after this, as the names of the files have been set and will remain unchanged in the unlikely event that they need to be updated again. Again, i'm very sorry, spawn yourself in a beer on me.
-- Change log for 2.0
--esp names are now solidified and unchanging.
-- fixed an error I made with 1.3 involving the Padded Cloth mod.
-- Added a new "Low Edition" of the mod, in which the armor values of my new Undercoats have been scaled back substantially so that the Vanilla's railroad based armors are, for the most part, better than anything you can create without their help. That said, Deathclaw Hide does remain very competitive with the best 'Ballistic Mesh' given the risk involved in crafting it.
Thank you all for the kind words and support, and well over 50 endorsements! I really do appreciate it, and i'm glad to know something of mine has a place in the load orders of others like me. ^^
IIRC you just need it to be able to take lining the normal way. If it doesn't have that already, you have to add the keyword via FO4Edit, which is beyond my own meagre skills.
Have to say, I like the idea of using animal parts to create the underarmor aspect. Looking forward to giving this a try and see which of my clothing mods can utilize this mods feature.
When removing an undercoat (by 'crafting' the "undercoat - none" option), the clothing name still has the 'armored' suffix. Also, when applying an undercoat on such a piece of clothing, a mod misc item called "undercoat - none" is added to the inventory.
I've fixed this for myself by: 1) loading the mod into FO4Edit 2) going to NONE - Ballistic Weave Overhaul.esp -> Object modification -> NONE_armor_mod_underarmor0 3) removing the property "FormID,Int: ADD: Keywords: dn_HasMod_Railroad_ClothingArmor [KYWD:0020DE45]" from the "Properties" entry 4) removing the misc item "NONE_Object_Underarmor0 "{Mod} Undercoat - None" [MISC:0100082C]" from the "LNAM - Loose Mod" entry.
I installed your superb Mod but since I have more than 250 Mods already active before launching my game I did a little on FO4EDIT in order to check for conflicts there are always conflicts let's be careful ....;)
especially in Mods that affect the armor and manufacturing system, in general it flashes red everywhere ... help!
well .... zero conflict ^^ FO4EDIT maybe buggy! well .... NO .... no bug .... zero conflict! I mean ZERO, like not at all in fact ..... Surprising!
I say BRAVO and congratulations again. it's a pleasure.
So I start my game, my keyboard vibrates with fear and rushes like a Devil towards the armurian workshop.
and there, well it works perfectly the armor already modified in ballistic fiber ... are still :) and I modify one .... I am suspicious .... it WORKS :)
SUPERB
and this is where I say to myself whining:
Why did I scrap all the skins of animals ... which I now miss ...... mea culpa, mea maxima culpa!
Not certain what the issue is, but after hunting down a few dozen deathclaws and almost a dozen super mutant behemoths i have not found a single deathclaw hide from any of them, i only managed to buy two from diamond city.
Does this add the option to add it to most clothes like this mod? https://www.nexusmods.com/fallout4/mods/6681 If not is there any chance you are going to add such an option?
Im currently in the process of getting rid of AWKCR and the mod i mentioned above needs it to work and i was looking for alternatives when i found yours.
i am truly sorry that i can't endorse. But. i love this piece of work, your commentary is fantastic, ideas great. it just isn't what i was looking for. i endorse it in principle though. Fantastic!!!! can't endorse what i didn't download. this made me smile and laugh.
Your mod gives a better top tier under armor that is much better than the railroad weave. This makes the payoff for siding with the railroad mostly useless. While I didn't like being forced to side with the railroad if I wanted to make a character survivable without power armor, I do think that siding withg the railroad should give some benefit. The Deathclaw under armor is much better than the Railroad weave and by the time you can have the perks to use both of them you easily would have the required materials needed so the top tier railroad weave would never see use.
47 comments
I'm glad people seem to enjoy my contribution, and if anyone has any logical suggestions feel free to speak up.
I implemented a few suggestions and fixes into 1.2, and it seems fine as is, but I may add a few more things.
One such thing being a rework of the Lining mods to diversify them from my Underarmors, and a potential renaming of Underarmors to "Material", since thats what its become really. xD
Its a small mod but if anything is broken do tell me, since i'm currently busy with another mod.. a much, stupidly larger one.
PS: I can nether confirm nor deny if "More Weaves - No Railroad" Is actually causing crashes, but it was in several recent comments and I chose to make my own instead of risking my current load order. It never crashed me, because I myself never used it. XD
Let me start with an apology to anyone who used my mod thus far who lost any progress due to my renaming of the ESP. As my first public mod I was not use to naming my personal mods anything serious, ( this mod was called "I'llrailyourroad" when i first made it xD)
With that said there should be no more problems with that after this, as the names of the files have been set and will remain unchanged in the unlikely event that they need to be updated again. Again, i'm very sorry, spawn yourself in a beer on me.
-- Change log for 2.0
--esp names are now solidified and unchanging.
-- fixed an error I made with 1.3 involving the Padded Cloth mod.
-- Added a new "Low Edition" of the mod, in which the armor values of my new Undercoats have been scaled back substantially so that the Vanilla's railroad based armors are, for the most part, better than anything you can create without their help. That said, Deathclaw Hide does remain very competitive with the best 'Ballistic Mesh' given the risk involved in crafting it.
Thank you all for the kind words and support, and well over 50 endorsements! I really do appreciate it, and i'm glad to know something of mine has a place in the load orders of others like me. ^^
I've fixed this for myself by:
1) loading the mod into FO4Edit
2) going to NONE - Ballistic Weave Overhaul.esp -> Object modification -> NONE_armor_mod_underarmor0
3) removing the property "FormID,Int: ADD: Keywords: dn_HasMod_Railroad_ClothingArmor [KYWD:0020DE45]" from the "Properties" entry
4) removing the misc item "NONE_Object_Underarmor0 "{Mod} Undercoat - None" [MISC:0100082C]" from the "LNAM - Loose Mod" entry.
Thought I'd share this.
but since I have more than 250 Mods already active
before launching my game I did a little on FO4EDIT
in order to check for conflicts
there are always conflicts
let's be careful ....;)
especially in Mods that affect the armor and manufacturing system,
in general it flashes red everywhere ... help!
well .... zero conflict ^^ FO4EDIT maybe buggy!
well .... NO .... no bug .... zero conflict!
I mean ZERO, like not at all in fact ..... Surprising!
I say BRAVO and congratulations again.
it's a pleasure.
So I start my game, my keyboard vibrates with fear and rushes like a Devil towards the armurian workshop.
and there, well it works perfectly
the armor already modified in ballistic fiber ... are still :)
and I modify one .... I am suspicious .... it WORKS :)
SUPERB
and this is where I say to myself whining:
Why did I scrap all the skins of animals ... which I now miss ...... mea culpa, mea maxima culpa!
PS. :
I don't know if I said it -> BRAVO
Thanks for this, endorsed !
i added some keywords to other clothes like in Nuka World, love it..
If not is there any chance you are going to add such an option?
Im currently in the process of getting rid of AWKCR and the mod i mentioned above needs it to work and i was looking for alternatives when i found yours.
can't endorse what i didn't download. this made me smile and laugh.