1.2 uploaded. Small tweaks but this works fine for me with over 100 mods. Mod index on Outcast_LED.esp for me is AC in FOMM, just to give you an idea. I load it after ALL mods that affect armor just to be on the safe side and I have checked it within FO3Edit. Conflicts will exist for FOOK users and anyone else using .esps that directly modify the stats on Outcast armor, but that should be expected. You either want the graphic changes this mod provides or not. If you want to match-up stats, then I suggest comparing .esps within FO3Edit and editing those yourself.
This is most likely the final version of this mod, which was my first ever release on the Nexus...
If you use Fallout Mod Manager and load my armor mod(s) later in your list than the conflicting armor mods, this should resolve your issue.
I have Outcast_LED.esp loaded about 2/3rds of the way down my mod list. Experiment until you see the results you're looking for. My README has recommended loading this mod last since I first put this online, but I think that's overlooked.
If this fails to resolve any "glowing" armor issue, look in your meshes for possibly conflicting meshes loaded in by an older mod and back them up somewhere and see if this doesn't fix things.
Thank you for finding the solution to the problem, but can you please explain how to do what you said? I don't know what an NIF is. Do I load up my <Outcast Breaking Mod> (PowerArmorImproved), then click Edit on the Outcast Power Armor, then change the Male Biped Model to something? What do I change it to? (still learning how to mod)
Also, I have another problem: I uninstalled and completely deleted the files to this, but the Outcast Power Armor is still bright. This normal?
EDIT: Never mind, I think I figured it out. THANKS!
Hi, I was having the same problem that the others were having with the armor appearing to light, and I think I know why. They must be using a mod that alters the power armor in some way. I for instance was using the Better Power Armor mod:
What I would than like to know is how to make this armor compatible with said mod?
EDIT: Alright I fixed it. It was easy enough. I just went into the GECK and opened the mod that breaks it and went to the outcast armor in that esp and changed the nifs for the outcast armor from the old ones to new ones for the body and ground model and saved it.
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This is most likely the final version of this mod, which was my first ever release on the Nexus...
Enjoy.
Can we expect to see a fixed version of this up anytime soon? It's somewhat infuriating to see the Outcasts parading around like missfit clowns.
That was already addressed and fixed, learn to read before you rate.
I have Outcast_LED.esp loaded about 2/3rds of the way down my mod list. Experiment until you see the results you're looking for. My README has recommended loading this mod last since I first put this online, but I think that's overlooked.
If this fails to resolve any "glowing" armor issue, look in your meshes for possibly conflicting meshes loaded in by an older mod and back them up somewhere and see if this doesn't fix things.
After that, I'm out of ideas...
Thank you for finding the solution to the problem, but can you please explain how to do what you said? I don't know what an NIF is. Do I load up my <Outcast Breaking Mod> (PowerArmorImproved), then click Edit on the Outcast Power Armor, then change the Male Biped Model to something? What do I change it to? (still learning how to mod)
Also, I have another problem: I uninstalled and completely deleted the files to this, but the Outcast Power Armor is still bright. This normal?
EDIT: Never mind, I think I figured it out. THANKS!
http://www.fallout3nexus.com/downloads/file.php?id=117
What I would than like to know is how to make this armor compatible with said mod?
EDIT: Alright I fixed it. It was easy enough. I just went into the GECK and opened the mod that breaks it and went to the outcast armor in that esp and changed the nifs for the outcast armor from the old ones to new ones for the body and ground model and saved it.