Out of curiosity, would it be possible to make a BoS paintjob for the armor? I dont know much about nodding, but if you used the Creation Club paint as a base, would that work? Since the armor just re-uses the combat armor textures right?
Yeah making paints are easy enough. Essentially you just make a texture replacer then use material swap properties on an OMOD (an upgrade item for a workbench). However, you need to make the paint job first. If anyone wants to use the files from this mod to modify them in to different versions then that is fine, just credit where due. I wont be doing it though, im not currently playing FO4. If you want to have a crack yourself then you can do a quick and easy job. Download GIMP (or photoshop if you have it). Then just download a DDS Plugin for whichever image program you use, this just lets you open and save .dds texture files. Download and install my mod as is, then just open each of the texture files and retexture them however you want adding BoS emblems and recolouring etc. Doing it this way means you dont need to mess around with XEdit or creation kit, my mod will already do all that, and yur texture edits will be used instead of my original textures.
Do you think you could do this, but with the military green where it matches the vanilla color, as I use a combo of CPA and tesla t-60 plus the cum vomit green that comes with CPA military is fugly and a mismatch
I dont have any of the files for this anymore. If you can find someone else willing to add some colour adjustments to it then im happy for them to do so, but I have other projects i want to finish.
Amazing, the first standalone paintjob for a custom modeled power armor :3 Which does make me ask... How did you make this custom paintjob? Like how did you get it in game and such.
The original Combat Power Armor mod by TumbaJumba used the regular COmbat Armor textures. I made the restextures for normal combat armor and decided it would suit this as well. Getting it in game isnt that hard, just a little fiddly.
Start with a Material Swap, this references the path to the default BGSM and the new BGSM you want to use. Add that MatSwap record to an Object Modification record (OMOD), this is the same type of record used to add any upgrade to armor or weapons etc, it uses AP_ keywrods to control what menu it appears in and MA_ keywords to filter what weapon/armor or type it is found on. The Combat Power Armor already had the correct keywords. You then need a COBJ, this is essentially just a recipe for the upgrade, it determines what components are needed as well as perk and level checks etc. And lastly a MiscMod, this is just a loose MISC item that is put in your inventry when you uninstall an upgrade, it uses the ModCrate.nif model and just saves you from having to "buy" an upgrade if its already in your inventory.
Sounds confusing but its pretyt mush the same process as any other upgrade in the game.
COBJ makes an OMOD, OMOD applies the upgrade, in this case a MSWAP. MISCMOD is made when the OMOD is uninstalled. AP and MA Keywords are put on both the OMOD and the ARMO/WEAP to link the two together and control what menu it appears in
Ah ok, that you very much, thought I would ask since I'd assume other people would want to know how to do it too, especially since that standalone paint compiler doesn't support new power armor models yet xD
The default BGSM is the material that the armor or weapon uses by default, so yes in this case it would be the normal combat armor. When you perform the material swap it uses the original to dictate which BGSM it's changing, since an object can have multiple bgsms assigned to different parts of it (take the flight helmet for example, it uses one for the helmet and one for the glass), so by first referencing the original it know which particular BGSM to replace.
EDIT: Fixed up some spelling mistakes, originally typed on iphone and was all over the place
Thank you for taking the time to make this retexture now I can rp as a "Black Knight" Like character. Now I just need a shield in my left hand to complete the set.
Thanks for the original to work with. I want to go over the texture and add some more features to it, some of the textures were rushed so will revisit them soon
20 comments
Essentially you just make a texture replacer then use material swap properties on an OMOD (an upgrade item for a workbench).
However, you need to make the paint job first. If anyone wants to use the files from this mod to modify them in to different versions then that is fine, just credit where due. I wont be doing it though, im not currently playing FO4.
If you want to have a crack yourself then you can do a quick and easy job.
Download GIMP (or photoshop if you have it). Then just download a DDS Plugin for whichever image program you use, this just lets you open and save .dds texture files.
Download and install my mod as is, then just open each of the texture files and retexture them however you want adding BoS emblems and recolouring etc.
Doing it this way means you dont need to mess around with XEdit or creation kit, my mod will already do all that, and yur texture edits will be used instead of my original textures.
If you can find someone else willing to add some colour adjustments to it then im happy for them to do so, but I have other projects i want to finish.
Which does make me ask... How did you make this custom paintjob? Like how did you get it in game and such.
Start with a Material Swap, this references the path to the default BGSM and the new BGSM you want to use.
Add that MatSwap record to an Object Modification record (OMOD), this is the same type of record used to add any upgrade to armor or weapons etc, it uses AP_ keywrods to control what menu it appears in and MA_ keywords to filter what weapon/armor or type it is found on. The Combat Power Armor already had the correct keywords.
You then need a COBJ, this is essentially just a recipe for the upgrade, it determines what components are needed as well as perk and level checks etc. And lastly a MiscMod, this is just a loose MISC item that is put in your inventry when you uninstall an upgrade, it uses the ModCrate.nif model and just saves you from having to "buy" an upgrade if its already in your inventory.
Sounds confusing but its pretyt mush the same process as any other upgrade in the game.
COBJ makes an OMOD, OMOD applies the upgrade, in this case a MSWAP. MISCMOD is made when the OMOD is uninstalled. AP and MA Keywords are put on both the OMOD and the ARMO/WEAP to link the two together and control what menu it appears in
EDIT: Fixed up some spelling mistakes, originally typed on iphone and was all over the place
Not absolutely necessary, but would you consider adding a glossy version? I don't know how hard that'd be, but if it's not I'd appreciate it.
Strong wonna this too: http://www.nexusmods.com/fallout4/mods/10887