Fallout 4

File information

Last updated

Original upload

Created by

takatoriyama

Uploaded by

takatoriyama

Virus scan

Safe to use

Tags for this mod

44 comments

  1. takatoriyama
    takatoriyama
    • premium
    • 74 kudos
    Locked
    Sticky
    The original installer was only tested using Nexus Mod Manager.

    It has been updated for compatibility with Vortex (tested) and MO2 (presumed).

    Edit: most of the bugs noted in comments below are solved by the installer update.  Please file a bug report if you encounter any issues.
  2. raybo01
    raybo01
    • premium
    • 58 kudos
    takatoriyama, thank you for the update. I am actually even happier to see you back

    I have always really enjoyed this mod!   
    1. takatoriyama
      takatoriyama
      • premium
      • 74 kudos
      Thanks, I really appreciate that!
  3. jgnosis
    jgnosis
    • supporter
    • 1 kudos
    Is this mod dead? I cannot get it to work with MO2 or a manual install into Data folder. Which .ini do the .ini files go: Fallout4.ini, Fallout4Prefs.ini, or Fallout4Custom.ini. I also dont see and changes from the effect .esp. I'm doing a clean install and new game. Any help or instructions would be appreciated
    1. takatoriyama
      takatoriyama
      • premium
      • 74 kudos
      The installer was originally built for Nexus Mod Manager, and used a feature which allowed other mods' loose files to be overridden by deletion and inclusion in a BA2 file.  Both MO2 and Vortex require new loose files to override existing loose files, so the installer has been updated to provide what MO2 and Vortex require.
  4. Psyfer4279
    Psyfer4279
    • supporter
    • 0 kudos
    shouldn't this go in top of list? it is a game play addition as well???
  5. jgnosis
    jgnosis
    • supporter
    • 1 kudos
    I copied contents of data into Fallout4\Data game folder and activated them (except full) in MO2. I get the colored Icons and mono pipboy but the Green Kit Is not showing up at all and pipboy light is still green. I have def_UI, Valdacils, ICONS2, Radrose valdacil, then this mod and placed on bottom of load order.Not sure what is wrong.
  6. Dorryn
    Dorryn
    • premium
    • 2 kudos
    Hello!

    I seem to have trouble getting your mod to work : the green theme is not applied to all tabs. Currently it works on the Stat, Data and Radio tabs. The esp is at the bottom of my load order.

    Any ideas?
  7. Keleigh3000
    Keleigh3000
    • premium
    • 133 kudos
    Two things don't seem to be working right for me.
    1. The option to consume items directly isn't available.
    B. My inventory icons aren't pretty colors like yours.

    Did I do something wrong?
    1. Keleigh3000
      Keleigh3000
      • premium
      • 133 kudos
      Never mind about the icons, I missed the scanlines too much and decided to turn the FX back on.
      As for the consume directly thing, apparently it didn't add the perk when I installed the mod. I added it in the console and it works fine now. You might want to look into that.
  8. ksolonenko
    ksolonenko
    • premium
    • 1 kudos
    According to fo4edit the pipboy does not carry over CC skin framework
    1. takatoriyama
      takatoriyama
      • premium
      • 74 kudos
      This will be fixed in the next release. Until then:

      https://www.nexusmods.com/fallout4/mods/29469

      Fix for Pip-Boy Creation Club Paint Jobs
  9. TheAlmightyOS
    TheAlmightyOS
    • supporter
    • 1 kudos
    Awesome Mod!

    Do you have plans for making other color themes for the pipboy? And if not, would you give permission for others to make patches to that effect?
    1. takatoriyama
      takatoriyama
      • premium
      • 74 kudos
      This mod itself is a patch so there's no need for my permission. I made green because I didn't like white or gold- what other color are you interested in?
    2. TheAlmightyOS
      TheAlmightyOS
      • supporter
      • 1 kudos
      I would be interested in light blue. More specifically, R:20|G:205|B:255 (#14CDFF).

      However, I am even more interested in learning how to do this on my own. Would love to make a ton of different color patches (or even a make a tool that someone can download and pick their own color).

      May I ask what tool(s) you used to make this patch and/or what properties to look for?

      EDIT: Looks like SWF files. Found an open source SWF editor with googlefu that lets me view the properties. I can see all the "defineshape" ...attributes? classes? objects? Whatever they are, I can see them and the fillstyle/color value but its interface is kinda clunky. Would love to know what you use.
    3. TheAlmightyOS
      TheAlmightyOS
      • supporter
      • 1 kudos
      ok, I think I figured it all out. Just need to pack it back in a ba2...
  10. Davenukem385
    Davenukem385
    • supporter
    • 0 kudos
    Hello takatoriyama! I love this mod and your R.U.E. collection. They just make things work! I would endorse your stuff before it was even released if I could. I've just noticed an issue that looks like it may be coming from this mod, though. I might be able to fix it with FO4Edit with a little help. It seems like a keyword issue similar to things I've worked on before. (Guilty of adding a ballistic weave option to combat and power armor) I'm not big on the Creation Club stuff, but on the day Fallout 76 was announced, there was a 1-day only Pip-Boy skin available for 100cc called the "Inspector's Pip-Boy." This allowed my Pip-Boy to be modifiable at an armor workbench so I could change the skins. Since I've installed this mod, I can't see the Pip-Boy at the workbench anymore, and my pip-boy is back to the default paint job. I was pretty proud of that paint job and I'm thinking that not that many people have it. Could you help point me in the right direction to get that option back and use your wonderful mod at the same time? Thank you for your time!
    1. takatoriyama
      takatoriyama
      • premium
      • 74 kudos
      Do you happen to know what the specific conflict is? I don't have that skin, but if I could get a copy of the ESM for testing I'd appreciate it, otherwise if you are able to track it down and let me know the conflict I'll put the fix in.
    2. Davenukem385
      Davenukem385
      • supporter
      • 0 kudos
      I uploaded a screenshot of the Pip-boy skin with this mod to show that it's working again. I went into FO4Edit and saw that it was a conflict with ArmorKeywords.esm which has to be at the top of my load order. I copied all of the missing values under R.G.E. over from ArmorKeywords which made it a master, specifically the values starting at Armor/Pipboy/APPR - Attach Parent Slots which is where the red conflicts seemed to begin. There were a few values above that in which I copied but were not in red such as Male/Female world model. I loaded my save and went to an armor workbench and saw that the Pip-Boy was listed once again so that I could apply the skin. I was having a bit of trouble logging into the forums to contact you and I'm pretty new at xEdit so I hope posting this info here helps. Thanks again for your mods! Kudos #41 was from me :)
    3. raybo01
      raybo01
      • premium
      • 58 kudos
      https://www.nexusmods.com/fallout4/mods/29469

      Fix for Pip-Boy Creation Club Paint Jobs

      It works like a charm. More for folks not using F4edit.
  11. raybo01
    raybo01
    • premium
    • 58 kudos
    Kudos #40!

    Why? Simply, a lot of gratitude, appreciation, and thanks.

    Master takatoriyama, "may the glow of the pipboy be with you always"

    star wars is on in the other room and I couldn't help myself,

    edit: PM sent ref: installer 1.3.2