1st Upload had an issue with the BA2 packed by CK, resolved and re-uploaded.
The Targeter will not show up on the Power Armor Helmet unless you are in the Power Armor, after you have built the required Upgrade (VATS, Recon Sensors, etc.) It's an engine limitation with objects of this type linked to Skeletons. It's a small price to pay for the Animation.
If it does not show up, and you have the required upgrade, detatach are reattach it, from time to time when changes are made to an existing Upgrade the change will not take effect until it's removed and re-applied.
Short Answer is no. I am busting my arse to get several things updated and ready for the larger mod(s) that will be released, these are being publishes as fun little side projects etc. Down the road, when the complete project is released, patches "may" happen.
Until then, you're welcome to make a patch, test it three times, then stalk me on Discord and I'll make a FMOD for people to have it or upload a patch with this as a requirement.
I have found a rather unusual bug/issue, with this mod activated the T45 helmets give an invisible jetpack to my unmodified power armor allowing me to fly. LOL.. Does anyone happen to experience the same thing? (I'm using the replacer version)
Well in my attempt to test this I found I have an issue with the base version, loaded up all of your Animated helmet mods, clean save game (no mods, before leaving vault 111 but after wearing pipboy) with just your mods and armorkeywords.esm checked on.
I spawned in a power armor frame and some helmets and I could not get the targeters to show up. I used the "replacer" version but even with that I still attempted to add upgrades to the helmets to see if it would show up, nothing, took the upgrades on and off a bunch of times, nothing.
Do you think the spawning of items is causing a problem? Maybe an issue with the replacer version instead of the standard version?
*edit I realize I didn't really make this clear, this was me testing with the normal packaged .ESPs I did not attempt to .ESL them or compact their IDs, they where 100% untouched by me at this point, I wanted to test them base before screwing around with them.
I have a small request for you Thirdstorm, could you give similar functionality to the C.M.C Power Armor on the nexus? Since with it being a Starcraft 2 inspired power armor, having an animated visor would up the immersive a whole lot. We already have a version of the helmet's mesh with a view of the wearer's head but that one is always open, not as cool as an animated visor.
It's possible, 2 things: 1) Mind posting a link? Every time I start searching the nexus I end up in a click whole of found mods, trying to avoid the distraction! 2) My nexus inbox is full of unread messages, trying to focus on getting RO/SMR/ThisMod and a couple others finished so have been avoiding Nexus (hence the 4 day pauses in my response here) between RL. If you don't mind PMing the author and asking about permissions, and posting the results (With spoiler tags) here I'd be happy to add it to the To-Do list.
*shrug* not everyone does, I'm sure you understand as an author.
Assuming it's at the bottom of your load order did you remove / re-attach the Upgrade in question (it's not mentioned which upgrade you used), I know from time to time the game does not refresh the OMODs attached to Weapons or Armor until the upgrade in question is removed and re-added.
Question did you try the Replacer version in the OMOD?
If you did there has to be a mod conflict, I had a couple people test it before I uploaded the FMOD, and it worked for all of them, actually both versions did.
Tracked the issue w/ the T-45 down because of the problem with the T-60's first upload BTW, and thanks again for the information and feedback, turns out CK does not like packing some of the files, lesson learned
@Blarggle, "Maybe".... Problem is I've been working with Gambit77 for the past several months, slowly building into AK a framework for some of the larger portions of the mod we've been building for a year and a half to be release...
Removing AK will remove 90%+ of the functionality that is coming soon, so it's not super likely.. Maybe a one off in a combined pack w/ the Animated Targeters in it, but you'd have to remind me.
Would it be possible to only have the scouter (w/ animations) show when you have the targeting hud installed? (so remove the scouter mesh from helmets without the targeting hud. If installed, add the scouter back on)
1st has the Targeter linked to the Perception, VATS, LifeSign and Recon Upgrades, as all of those make sense, down the road we plan on having some unique Targeters.
2nd is a "Replacer" which swaps the Helmet with one that has the Animated Targeter all the time.
I know you guys are busy so i don't expect this to be done anytime soon (or at all), but it would be really awesome if you could make a version of this using the meshes from the mod Smaller PA Helmets With Clear Visors: https://www.nexusmods.com/fallout4/mods/17297
*maybe*... My personal Nexus inbox is full, with allot of unread PM's because I'm trying to stay focused.
if you want to do the legwork of obtaining permission, and posting with spoiler tags the obtained permissions here I'll add it to the list. :)
BTW If the main reason you used the above mod was for the clear lenses, about 35 - 50'ish lens options will be included in the full release, including a number of clear options.
43 comments
The following records have been edited:
PA_T45_Helmet "Standard T-45 Helmet" [OMOD:00182CFF]
PA_T45_Helmet_Misc_Recon "Recon Sensors" [OMOD:00183585]
PA_T45_Helmet_Misc_DetectLife "Targeting HUD" [OMOD:001CFEA7]
PA_T45_Helmet_Misc_Int "Internal Database" [OMOD:001CFEAA]
PA_T45_Helmet_Misc_Sensor "Sensor Array" [OMOD:001CFEAF]
PA_T45_Helmet_Misc_VATSChance "VATS Matrix Overlay" [OMOD:0020374D]
1st Upload had an issue with the BA2 packed by CK, resolved and re-uploaded.
The Targeter will not show up on the Power Armor Helmet unless you are in the Power Armor, after you have built the required Upgrade (VATS, Recon Sensors, etc.) It's an engine limitation with objects of this type linked to Skeletons.
It's a small price to pay for the Animation.
If it does not show up, and you have the required upgrade, detatach are reattach it, from time to time when changes are made to an existing Upgrade the change will not take effect until it's removed and re-applied.
Short Answer is no.
I am busting my arse to get several things updated and ready for the larger mod(s) that will be released, these are being publishes as fun little side projects etc.
Down the road, when the complete project is released, patches "may" happen.
Until then, you're welcome to make a patch, test it three times, then stalk me on Discord and I'll make a FMOD for people to have it or upload a patch with this as a requirement.
Suggested Mods
I really suggest Crafting Highlight Fix by registrator2000.
Make it so much easier to see what you are working on while at the bench
I spawned in a power armor frame and some helmets and I could not get the targeters to show up. I used the "replacer" version but even with that I still attempted to add upgrades to the helmets to see if it would show up, nothing, took the upgrades on and off a bunch of times, nothing.
Do you think the spawning of items is causing a problem? Maybe an issue with the replacer version instead of the standard version?
*edit I realize I didn't really make this clear, this was me testing with the normal packaged .ESPs I did not attempt to .ESL them or compact their IDs, they where 100% untouched by me at this point, I wanted to test them base before screwing around with them.
Thank you for this great content.
Since with it being a Starcraft 2 inspired power armor, having an animated visor would up the immersive a whole lot. We already have a version of the helmet's mesh with a view of the wearer's head but that one is always open, not as cool as an animated visor.
Think of it as an addon/esp replacement.
1) Mind posting a link?
Every time I start searching the nexus I end up in a click whole of found mods, trying to avoid the distraction!
2) My nexus inbox is full of unread messages, trying to focus on getting RO/SMR/ThisMod and a couple others finished so have been avoiding Nexus (hence the 4 day pauses in my response here) between RL.
If you don't mind PMing the author and asking about permissions, and posting the results (With spoiler tags) here I'd be happy to add it to the To-Do list.
Sensor will not be displayed, so please check
The BA2 didn't pack properly using CK, repacked it manually
As an Art Object, that is weighted to a non-skeletal bone, it won't show up in game until you are physically in the PowerArmor
I will wait for other people's report
Assuming it's at the bottom of your load order did you remove / re-attach the Upgrade in question (it's not mentioned which upgrade you used), I know from time to time the game does not refresh the OMODs attached to Weapons or Armor until the upgrade in question is removed and re-added.
If you did there has to be a mod conflict, I had a couple people test it before I uploaded the FMOD, and it worked for all of them, actually both versions did.
I will try to find my cause
Thank you
Load Order w/ Spoiler tags to start, and maybe the troubleshooting done
This is a Amazing mod
But T-60 was not displayed
I also want a version without AWKCR
Tracked the issue w/ the T-45 down because of the problem with the T-60's first upload BTW, and thanks again for the information and feedback, turns out CK does not like packing some of the files, lesson learned
And how do we ask?
"Maybe"....
Problem is I've been working with Gambit77 for the past several months, slowly building into AK a framework for some of the larger portions of the mod we've been building for a year and a half to be release...
Removing AK will remove 90%+ of the functionality that is coming soon, so it's not super likely..
Maybe a one off in a combined pack w/ the Animated Targeters in it, but you'd have to remind me.
There are 2 ESP's in the FMOD:
1st has the Targeter linked to the Perception, VATS, LifeSign and Recon Upgrades, as all of those make sense, down the road we plan on having some unique Targeters.
2nd is a "Replacer" which swaps the Helmet with one that has the Animated Targeter all the time.
And you are back!!
My personal Nexus inbox is full, with allot of unread PM's because I'm trying to stay focused.
if you want to do the legwork of obtaining permission, and posting with spoiler tags the obtained permissions here I'll add it to the list. :)
BTW If the main reason you used the above mod was for the clear lenses, about 35 - 50'ish lens options will be included in the full release, including a number of clear options.