V1.22 is here! Please let me know of any issues you guys find.
Adjusted requirements for Active Camo mod. Minor script changes. Overhauled the Configuration Menu to make it more user friendly. Fixed a few bugs. Added legendary and Ballistic Weave capability.
Now It work perfectly im not sure if this a bug or not ,but I think sneaking with active camo on/off give the same result. I should take a look in to it. Awesome mod, Endorsed!!
What do you mean 'it gives the same results' ? I made it intended that the sneak detection perk is applied with or without the active camo, sort of like a passive bonus to having crafted the mod.
I found something which is probably a bug. When I moused over the armor upgrades, the upgrades were being applied to the radiation and electrical resistance, not the armor DR.
This is not a bug. I was unable to figure out how to modify the armor to get the numbers correct. It kept capping out, or being highly disproportionate to the desired number. This number would be visible on the armor itself, but when actually equipped, the player's resistance would cap out around 30 or 40, or it wouldn't even change between the different armor levels.
To workaround this, it adds a DR value effect, it appears in the same place that '+1 Luck' would appear. on armor pieces. When equipped, it correctly changes the resistance values shown in the PipBoy.
Not sure if anyone still cares, but just FYI: Incompatibility with the "No Restrictions" version of the X-92 is fairly easy to fix. Just open this mod's ESP and the No Restrictions ESP in FO4Edit, go to Armor > RFB Courser, and delete anything under "BOD2 - Biped Body Template" that's in this ESP but not in the No Restrictions one. Those are the tags that define which armor slots an outfit occupies.
Sadly had to uninstall this mod, because it's incompatible with "no restrictions" version. I hope you'll make it compatible in the next update. Still endorsed.
I still have it installed but I really hope he makes a unrestricted version so I can use ballistic weave and armor. I guess we just have to wait and see.
Love what you did with this mod, it all makes a lot of sense. With the regular X-92 I always had a problem with the recon module un-equipping from time to time because it was an external module and thus had some odd interactions with various items. You found a brilliant way to fix that!
Sadly, your mod also broke the "No Restrictions" version of the X-92, which is a deal-breaker for me. Hoping for an update that makes that work.
The stealth field generated by this mod doesn't provide any benefit because the magnitude is set as 0 .... also instead of using a script to additem, please use a misc item instead of ingestible....
Hey man, awesome work on this mod Totally endorsed.
By the way, is there a chance you will be making this mod compatible with the "No Restrictions" optional file nsk13 uploaded? Or just make this mod a "No Restrictions" mod?
I love what you've done here, it's structured quite well. Is it possible for the cloak effect to not make the pip-boy screen invisible, and to add a similar toggle to the night vision? One of the happier things I found with the (legacy) modules was that you could unequip the night vision instead of having it ALWAYS on.
Really cool addition to the X-92 Power Suit! Mod works very seamlessly with the others, even works with the other skins!
1) Would it be possible to add an option to the Config Tool allowing us to change the drain time on the Courser Power Cores? 2) And a fourth armor upgrade tier would be nice as well. Something around 200?
All of course suggestions. GREAT mod, will continue to use it regardless. Keep up the very nice work RFB! Only wish i could endourse this TWICE!
Glorious update! This suit just gets better and better! I love the scaling option, it's just more practical at different levels in the game.
QUESTIONS!
1. What is the *Courser X-92 Config Tool that appeared in my inventory for? I thought it was needed in order to mod the suit but then I placed it in my workshop and I was still able to mod the suit via armorbench anyway. What is it's significance?
2. Nanosuit by vasstek and Kerrigan Bodysuitby Guffeh... any plans to add similar functions to these mods in the future? (not demanding or requesting really, just curious so I'll remember to check every now and again)
46 comments
Adjusted requirements for Active Camo mod. Minor script changes. Overhauled the Configuration Menu to make it more user friendly. Fixed a few bugs. Added legendary and Ballistic Weave capability.
Any issues please post in the 'BUG' section.
To workaround this, it adds a DR value effect, it appears in the same place that '+1 Luck' would appear. on armor pieces. When equipped, it correctly changes the resistance values shown in the PipBoy.
Sadly, your mod also broke the "No Restrictions" version of the X-92, which is a deal-breaker for me. Hoping for an update that makes that work.
also instead of using a script to additem, please use a misc item instead of ingestible....
By the way, is there a chance you will be making this mod compatible with the "No Restrictions" optional file nsk13 uploaded?
Or just make this mod a "No Restrictions" mod?
1) Would it be possible to add an option to the Config Tool allowing us to change the drain time on the Courser Power Cores?
2) And a fourth armor upgrade tier would be nice as well. Something around 200?
All of course suggestions. GREAT mod, will continue to use it regardless. Keep up the very nice work RFB! Only wish i could endourse this TWICE!
There is no death; there is the force.
QUESTIONS!
1. What is the *Courser X-92 Config Tool that appeared in my inventory for? I thought it was needed in order to mod the suit but then I placed it in my workshop and I was still able to mod the suit via armorbench anyway. What is it's significance?
2. Nanosuit by vasstek and Kerrigan Bodysuitby Guffeh... any plans to add similar functions to these mods in the future?
Once again, thank you for the great work!