I'm experiencing a bug with the naming of Legendary synth armor pieces and I can't quite figure out what exactly causes it. It reads as (for example) "of Punishing Black White Worn Synth Right Arm". It's not gamebreaking, but slightly annoying.
Ill see what i can find. the mod doesn't follow Bethesda naming rules, and i had to redo much of them from scratch. Some days i am surprised it works at all. It might take me a while to get to this. I recently had a NMM meltdown. attempting to use the profiles. Since profiles don't support Scripted installers, my LO is now destroyed half my mods are gone and I can't uninstall anything from NNM with out it failing. Once i get this sorted out. ill be glad to help.
Alright man, thanks for the reply! You do good work, so I'm happy to wait
For reference, I figure I'd note what I'm using and their LO positions.
AE 3.12 (top of the LO - I dunno wether to load these things first or last - actually I -know- nothing about proper LOs) No more monochrome (and the color icons mod+DEF UI)
- buncha random esps
This is the bottom of my LO, exactly; Synth Overhaul 2.0 + 2.2 update (update has no esp) Super Mutant Overhaul 1.1 + 1.4 update Raider Overhaul 10.1 + ROH WIP quick patch Valdacil's Item Sorting 00 Val's Picks DLC Version 7.5.0 VIS Chem Redux Patch VIS Doombased Tags VIS Synth Overhaul Tags VIS Raider Overhaul Tags Raider Overhaul AE Patch-Restored Content-VIS
That's the end of my LO. Hope it helps troubleshoot.
So I tried uninstalling this patch and apparantly that did nothing. The patch is literally not doing anything for me. No synth armor is getting sorted (no icon applied, no changes to the name, etc). I've tried reinstalling it completely, moving it around the LO, etc, etc. Nothing appears to work.
It's working fine for me try 14.additem 18796c if that doesn't have a tag, its probably your LO. I provided the baseline Tags for Raider Overhaul AE Patch-Restored Content-VIS BUT i have not had to chance to verify that its compatible with Synth Overhaul.
In the meantime put Synth overhaul patch absolutely last and run that command
I wasn't able to get it working properly with Restored Content, period. Tags on Synth armor only show up for me after outright removing Restored Content AND reinstalling the Synth VIS patch a couple times in a row. Not a big deal though, RO on its own is perfectly fine.
Still getting odd names on Legendary synth pieces however. Every single one is named "of (Legendary Effect) -rest of the synth armor name-"
OK, C.A.S.T. Synth Overhaul does NOT like being put AFTER Armorsmithextended.esp, after looking at it in FO4Edit, it basically overwrites what AE Extended does, then this mod tries to fix what SYNTH overwrote from AE....
So I moved SYNTH above AE and now I can recolor parts, HOWEVER, in order to get the color and name to stick, I have to pick the 'condition' again.
So, If I change the color of a White/Green 'Worn' piece to Black/Purple, the name and color stay the same, however, if I change the color to Black/Purple, then also pick "Worn" again in the workbench, the name will then change the "Black Purple" etc...
________________________________________
----This is my previous post left for reference----
OK, I'm confused by this mod.
I have this mod placed below the CAST mod, all of the armor pieces are sorted beautifully |ArmL|, |LegL| etc, however, with this mod enabled, if I go to the workbench and change the color of the armor pieces, I will see the name above (when you're crafting) "|ArmL| Black Blue Damaged Synth Armor", once I CHANGE the color or change it from Camo to New, the name changes to (all caps) "|ArmL| BLACK BLUE DAMAGED SYNTH ARMOR" and the armor doesn't change.
I can change from Black Blue to White/White, and all it changes is it turns the name into all caps, and keeps the old colors, AND the old color description.
Now, if I disable this mod, and I change "|ArmL| Black Blue Damaged Synth Armor" to "|ArmL| White Green Black Blue New Synth Armor", the color and type of the armor changes properly, but then I lose the |ArmL| sorting prefix.
So, so far for me, if I want the sorting prefix, I can't change anything about the armor, because the armor doesn't change, OR, if I want to change the armor, color/state/condition etc I uncheck this mod, then I get the armor color/state/condition change, but then I lose the sorting.
I tried the "Drop the item on the ground, go into build mode, and store it" method for BOTH ways, but neither worked.
Am I missing something?
So you are saying you would like to see AE compatibility
hehe, I guess?
If I pick only this mod in FO4Edit, FO4Edit automatically loads ArmorKeywords.esm, SynthOverhaul.esp, Armorsmith Extended.esp and VIS Synth Overhaul TAGS.esp
If you have Synth Overhaul BELOW AE in the load order, you'll get conflict columns, (obviously), but the interesting part (if you put Synth AFTER AE) you'll get Armor Keywords - 33 Body, 36 Torso, 37 L arm, 38 R Arm, 39 L Leg, 40 R leg then Armosrsmith Extended - 33 Body, 33 Body (nothing else) then Synth Overhaul - 33 Body, 36 Torso, 37 L arm, 38 R Arm, 39 L Leg, 40 R leg then VIS Synth Overhaul TAGS - 33 Body, 33 Body (nothing else)
AE.esp and VIS Synth TAGS.esp
BOD2 - Biped Body Template ---First Person Flags ------33 - Body ------33 - Body
________________________________
Synth Overhaul.esp and ArmorKeywords.esm BOD2 - Biped Body Template ---First Person Flags ------33 - Body ------33 - [U] Torso ------33 - [U] L Arm ------33 - [U] R Arm ------33 - [U] L Leg ------33 - [U] R Leg
It seems like the SYNTH overhaul is the 'odd man out' as it's trying to match up with AWKCR, but then conflicting with AE, while AE and your mod are trying to fix Synth Overhaul
OK, C.A.S.T. Synth Overhaul does NOT like being put AFTER Armorsmithextended.esp, after looking at it in FO4Edit, it basically overwrites what AE Extended does, then this mod tries to fix what SYNTH overwrote from AE....
So I moved SYNTH above AE and now I can recolor parts, HOWEVER, in order to get the color and name to stick, I have to pick the 'condition' again.
So, If I change the color of a White/Green 'Worn' piece to Black/Purple, the name and color stay the same, however, if I change the color to Black/Purple, then also pick "Worn" again in the workbench, the name will then change the "Black Purple" etc...
________________________________________
----This is my previous post left for reference----
OK, I'm confused by this mod.
I have this mod placed below the CAST mod, all of the armor pieces are sorted beautifully |ArmL|, |LegL| etc, however, with this mod enabled, if I go to the workbench and change the color of the armor pieces, I will see the name above (when you're crafting) "|ArmL| Black Blue Damaged Synth Armor", once I CHANGE the color or change it from Camo to New, the name changes to (all caps) "|ArmL| BLACK BLUE DAMAGED SYNTH ARMOR" and the armor doesn't change.
I can change from Black Blue to White/White, and all it changes is it turns the name into all caps, and keeps the old colors, AND the old color description.
Now, if I disable this mod, and I change "|ArmL| Black Blue Damaged Synth Armor" to "|ArmL| White Green Black Blue New Synth Armor", the color and type of the armor changes properly, but then I lose the |ArmL| sorting prefix.
So, so far for me, if I want the sorting prefix, I can't change anything about the armor, because the armor doesn't change, OR, if I want to change the armor, color/state/condition etc I uncheck this mod, then I get the armor color/state/condition change, but then I lose the sorting.
I tried the "Drop the item on the ground, go into build mode, and store it" method for BOTH ways, but neither worked.
I've been running with your test file and everything seems to be okay. I was playing rather than testing so it's feasible I missed something, but I did go thru the process of making everything I could synth wise from Armorsmith, from uniforms to armor, equipped and tested on companions - upgraded etc - personally I've no issues to report.
The armor itself has information regarding style, be it chrome etc but not necessarily mention of colour where as all items of clothing have colour clearly in there description.
There is something not right with this patch. I'm getting a CTD when I look at a Left Leg Synth armor piece in the Armor workbench. So I looked in xEdit and see that it's kinda not right... ID is ( Armor_Synth_LegLeft "Synth Left Leg" [ARMO:00187972] )
1. There's no VIS tags edit - ok that is in INNR record for armor 2. An entry for hands ( ArmorBodyPartHands [KYWD:0010C417] ) that the UFO4P and AWKCR removed from this leg piece is also found in CAST mod and carried into this patch. 3. Entries that have error can't resolve ( [01012386] < Error: Could not be resolved > ) 4. and most of the entries are for Torso pieces after that ( 00New_modcol_Torso_Any [OMOD:0A00F4AE] ) instead of legs
Thank you for your in deep evaluation I will look into it. I definitely can take care of number 2. Although I carried CAST modifications to maintain the authors code. -- Hands extra entry removed from legs.
3 any entries that can not be resolved is from having older versions of the masters the patch relies on. As i have have zero unresolved errors, I don't know what your LO looks like 01 should be DLCRobot though.
4. I will look into. I didn't intend to have to rewrite his entire mod to get it to work right. I may simply remove the patch if I can't figure it out.
#3 What entries are you seeing that can't be resolved, Check the file header and make sure you have all the master updated. please sir (for good measure )
Here is screenshot with the following load order... Fallout4.esm DLCRobot.esm DLCWorkshop01.esm DLCCoast.esm DLCWorkshop02.esm ArmorKeywords.esm Unofficial Fallout 4 Patch.esp AWKCRPatch-UFO4P.esp VIS Armorshith Extended.esp Synth Overhaul.esp Vals - Synth Tags patch
That pic shows the test patch is ok after removing the Hands record. Further down though - this pic shows, at top right, there are the Torso records instead of Legs and toward bottom is the Cannot resolve error. Which I think must be copy paste from torso and those just didn't line up with the leg records. Correct that and the error ones will go away.
EDIT: just noticed beta 2 file and will check that out...
Bah, Sorry, I just went back and looked at all my updates and what not. I did miss the 2.2 update on Synth overhaul !!! Don't know how I missed that - again sorry.
However, there is still the oddity that Torso records are on legs - give me a bit and I'll see if I can figure it. May just be the way they did things and my older version was what caused problems.
Not sure why but it does look like the Torso records ( Object Modifiers .._modcol_Torso.. ) are used on the other armor pieces maybe just as a way to coordinate the color schemes they have on the new armors. ?
ANYWAY .... crisis solved. Lesson learned : Update yer mods!
40 comments
Known Bug: Color Name doesn't update unless Material is changed
Root Cause: Orginal Mod
Priority Level: Annoying
Status: Looking into this
It reads as (for example) "of Punishing Black White Worn Synth Right Arm".
It's not gamebreaking, but slightly annoying.
Any ideas what causes this?
Sorry for the inconvenience in the mean time
For reference, I figure I'd note what I'm using and their LO positions.
AE 3.12 (top of the LO - I dunno wether to load these things first or last - actually I -know- nothing about proper LOs)
No more monochrome (and the color icons mod+DEF UI)
- buncha random esps
This is the bottom of my LO, exactly;
Synth Overhaul 2.0 + 2.2 update (update has no esp)
Super Mutant Overhaul 1.1 + 1.4 update
Raider Overhaul 10.1 + ROH WIP quick patch
Valdacil's Item Sorting 00 Val's Picks DLC Version 7.5.0
VIS Chem Redux Patch
VIS Doombased Tags
VIS Synth Overhaul Tags
VIS Raider Overhaul Tags
Raider Overhaul AE Patch-Restored Content-VIS
That's the end of my LO. Hope it helps troubleshoot.
I've tried reinstalling it completely, moving it around the LO, etc, etc. Nothing appears to work.
In the meantime put Synth overhaul patch absolutely last and run that command
Still getting odd names on Legendary synth pieces however. Every single one is named "of (Legendary Effect) -rest of the synth armor name-"
Ill play around with it asap and see if i can get it fixed and make a a patch for the patch's patch
hehe, I guess?
If I pick only this mod in FO4Edit, FO4Edit automatically loads ArmorKeywords.esm, SynthOverhaul.esp, Armorsmith Extended.esp and VIS Synth Overhaul TAGS.esp
If you have Synth Overhaul BELOW AE in the load order, you'll get conflict columns, (obviously), but the interesting part (if you put Synth AFTER AE)
you'll get
Armor Keywords - 33 Body, 36 Torso, 37 L arm, 38 R Arm, 39 L Leg, 40 R leg then
Armosrsmith Extended - 33 Body, 33 Body (nothing else) then
Synth Overhaul - 33 Body, 36 Torso, 37 L arm, 38 R Arm, 39 L Leg, 40 R leg then
VIS Synth Overhaul TAGS - 33 Body, 33 Body (nothing else)
AE.esp and VIS Synth TAGS.esp
BOD2 - Biped Body Template
---First Person Flags
------33 - Body
------33 - Body
________________________________
Synth Overhaul.esp and ArmorKeywords.esm
BOD2 - Biped Body Template
---First Person Flags
------33 - Body
------33 - [U] Torso
------33 - [U] L Arm
------33 - [U] R Arm
------33 - [U] L Leg
------33 - [U] R Leg
It seems like the SYNTH overhaul is the 'odd man out' as it's trying to match up with AWKCR, but then conflicting with AE, while AE and your mod are trying to fix Synth Overhaul
OK, C.A.S.T. Synth Overhaul does NOT like being put AFTER Armorsmithextended.esp, after looking at it in FO4Edit, it basically overwrites what AE Extended does, then this mod tries to fix what SYNTH overwrote from AE....
So I moved SYNTH above AE and now I can recolor parts, HOWEVER, in order to get the color and name to stick, I have to pick the 'condition' again.
So, If I change the color of a White/Green 'Worn' piece to Black/Purple, the name and color stay the same, however, if I change the color to Black/Purple, then also pick "Worn" again in the workbench, the name will then change the "Black Purple" etc...
________________________________________
----This is my previous post left for reference----
OK, I'm confused by this mod.
I have this mod placed below the CAST mod, all of the armor pieces are sorted beautifully |ArmL|, |LegL| etc, however, with this mod enabled, if I go to the workbench and change the color of the armor pieces, I will see the name above (when you're crafting) "|ArmL| Black Blue Damaged Synth Armor", once I CHANGE the color or change it from Camo to New, the name changes to (all caps) "|ArmL| BLACK BLUE DAMAGED SYNTH ARMOR" and the armor doesn't change.
I can change from Black Blue to White/White, and all it changes is it turns the name into all caps, and keeps the old colors, AND the old color description.
Now, if I disable this mod, and I change "|ArmL| Black Blue Damaged Synth Armor" to "|ArmL| White Green Black Blue New Synth Armor", the color and type of the armor changes properly, but then I lose the |ArmL| sorting prefix.
So, so far for me, if I want the sorting prefix, I can't change anything about the armor, because the armor doesn't change, OR, if I want to change the armor, color/state/condition etc I uncheck this mod, then I get the armor color/state/condition change, but then I lose the sorting.
I tried the "Drop the item on the ground, go into build mode, and store it" method for BOTH ways, but neither worked.
Am I missing something?
The armor itself has information regarding style, be it chrome etc but not necessarily mention of colour where as all items of clothing have colour clearly in there description.
Hope this is of some use to you m8.
James.
Ignore my posts below that was my fault
I'm getting a CTD when I look at a Left Leg Synth armor piece in the Armor workbench.
So I looked in xEdit and see that it's kinda not right... ID is ( Armor_Synth_LegLeft "Synth Left Leg" [ARMO:00187972] )
1.
There's no VIS tagsedit - ok that is in INNR record for armor2. An entry for hands ( ArmorBodyPartHands [KYWD:0010C417] ) that the UFO4P and AWKCR removed from this leg piece is also found in CAST mod and carried into this patch.
3. Entries that have error can't resolve ( [01012386] < Error: Could not be resolved > )
4. and most of the entries are for Torso pieces after that ( 00New_modcol_Torso_Any [OMOD:0A00F4AE] ) instead of legs
Other armors are similar.
3 any entries that can not be resolved is from having older versions of the masters the patch relies on. As i have have zero unresolved errors, I don't know what your LO looks like 01 should be DLCRobot though.
4. I will look into. I didn't intend to have to rewrite his entire mod to get it to work right. I may simply remove the patch if I can't figure it out.
Thank you for your report buddy
Here is screenshot with the following load order...
Fallout4.esm
DLCRobot.esm
DLCWorkshop01.esm
DLCCoast.esm
DLCWorkshop02.esm
ArmorKeywords.esm
Unofficial Fallout 4 Patch.esp
AWKCRPatch-UFO4P.esp
VIS
Armorshith Extended.esp
Synth Overhaul.esp
Vals - Synth Tags patch
That pic shows the test patch is ok after removing the Hands record.
Further down though - this pic shows, at top right, there are the Torso records instead of Legs and toward bottom is the Cannot resolve error. Which I think must be copy paste from torso and those just didn't line up with the leg records. Correct that and the error ones will go away.
EDIT: just noticed beta 2 file and will check that out...
I did miss the 2.2 update on Synth overhaul !!! Don't know how I missed that - again sorry.
However, there is still the oddity that Torso records are on legs - give me a bit and I'll see if I can figure it. May just be the way they did things and my older version was what caused problems.
Thanks for the reminder to check updates!
ANYWAY .... crisis solved. Lesson learned : Update yer mods!