Version 2.0 is uploaded and live! See the images tab for a reference chart of the new options added.
Also uploaded was an optional alternate, larger vest mesh file that will override the vest meshes with a slightly larger mesh that fit better with bulkier armors in testing.
If you want versions of both the original size vest and the larger mesh active at the same time you'll have to do some GECKery of messing around in FNVEdit at the current time. If there's enough requests for it I may update the plugin only to accommodate that need as I did include the alternate files in the main download just in case.
Howdy, so I'm attempting to wear these vests with a a helmet from another mod, trouble is, both the helmet & these vests take up the nose-ring slot. I've tried unchecking the the slot and replacing it with another but nothing has changed. Any ideas?
A couple things come to mind, all silly "duh" items that catch me when I'm not paying attention... Make sure that you saved whichever mod after editing, if you've created an override mod make sure it's enabled in your load order, and make sure whichever mod has your override or change in it loads later than any other mod that contains the affected items.
It's like the old saying that there are many ways to skin a cat, I don't know which method you used so I gave suggestions to cover every possibility I could think of. It's up to you if you want to make a patch or not, I don't anticipate this mod updating any time soon.
One other possibility that came to mind is that there are nine vests in the mod, did you edit them all or just one? If just one, it might be possible that you didn't edit the one you wanted.
So I edited both the specific vest I was using and all of them, neither option worked. I'm obviously missing something here, ticking a different box and then calling it quits doesn't seem to be working out for me. So, is there something else I'd need to do after changing the biped?
There shouldn't be. If the correct entry is being edited and saved, the only thing I can think of is it's being overwritten somewhere later in your load order.
is there an option to remove the stats from the princess vest because i adore the design i just dont like how overpowered it is otherwise great mod gonna use it for my courser build
anything this could possibly be incompatible with? when enabled it causes my game to crash before i hit the main menu but it doesn't show any conflicts, and i have checked that its just this single mod that does it. if anyone could help that would be greatly appreciated.
Do you have the Lonesome Road DLC? It is a requirement even though it is not listed on the Requirements tab; it is listed on the description page, just not in bold. Usually when the game crashes immediately like that you are missing a master, this is why I suggest this. I realize that by now you've probably already either figured it out or moved on but in case you haven't or someone else is experiencing this issue I'm answering anyway.
I know it's unlikely to get, but is there any chance for a "101" variant of the vest? I like to roleplay as my Lone Wanderer and would love the option to have a version like that in the game.
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Also uploaded was an optional alternate, larger vest mesh file that will override the vest meshes with a slightly larger mesh that fit better with bulkier armors in testing.
If you want versions of both the original size vest and the larger mesh active at the same time you'll have to do some GECKery of messing around in FNVEdit at the current time. If there's enough requests for it I may update the plugin only to accommodate that need as I did include the alternate files in the main download just in case.
Thanks.
One other possibility that came to mind is that there are nine vests in the mod, did you edit them all or just one? If just one, it might be possible that you didn't edit the one you wanted.
Are there extra steps i don't know about, like rewriting a string of code or something?
Especially because some of us use A Tale of Two Wastelands?