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Steps to patching Custom Power Armor into Expired's standalone
paint compiler:
*Requires f04edit to make the paintjobs fully work i.e change certain keywords*
=====For adding compiler functionality to fanmade PA follow steps 1-5=====
__________________________________________________________________________
=====Other steps show what you must do to use this patch properly,=====
Step 1: Make sure you have the standalone paint compiler installed.

Step 2: Edit the material.json file by copying a previous armor category,

*You must copy a premade PA category in the materials.json, and edit certain aspects of it
You shouldn't need to edit the "type", "typeKeyword". You should only have
to edit the templatename such as "X01", aswell as the "baseMaterials" section.
Further editing for this can be done in fo4edit after papainter.exe is run.

Step 3: Now you must copy one of the premade folders in the materials folder given from
the Power Armor Paintjob Complier and rename the copy the same name as the templatename you made
in step 2.

Step 4. Now enter the "templatename" folder and delete all but the "base" folder.

Step 5. Now enter the "base" folder and edit each .json file in the first 3 lines,
as shown below, the number of which depends on how many base materials the custom Power Armor
has.

Step 6. Now do the usual when using the compiler, as shown in this tutorial by jamie1992 AKA Steelhawk:
http://www.nexusmods.com/fallout4/mods/4033/?
Step 7. Before you publish your new paintjob, you MUST make sure to edit the generated
.esp esp so that the custom PA_mod you are making a custom paint for is added as a master to your custom paintjob.

Step 8 Now that you've added the required master/s to your paintjob, edit the object modification/s
of your paintjob that its Keyword #0 is properly linked to the specific
PA's material you are adding to. For example: tumba_ma_PA_CPA
Also to note one of these custom one
Step 9. Close fo4edit, save your paintjob's esp, and install it as normal.