FAQ has been moved to the forums tab. Don't have all the DLCs, the most recent version of this mod that didn't require them is v3.31 and the v3.32 updated plugin. Those 2 files are in the misc section of the files tab.
Install Instructions Install the main file, Armorsmith Extended v4.0
If you want the features that Armorsmith adds to all the vanilla apparel for other mods, the optional file section has AE Replacer plugins that you can use for a lot of mods out there (when installing, say yes when it asks to overwrite the original mod's plugin). There are also AE Merged plugins available. They are multiple AE Replacer plugins merged together so that you can use more mods while lowering your load order plugin count. Have all mods in their file description installed and manually remove all of the original mods' plugins as the AE Merged plugin will take all their place.
Thanks for all the love people, you put this mod in the top mods all-time list, and I'm honored. FO4Edit List of Contributors wax2k - Bug Tester Extraordinaire aarlandsun - Dark Hooded Rags agentbrea - Undies, Black Corset, Red Battlecoat, Grey Shirt and Combat Boots, Minuteman General Garvey Style aothfezim - Darker Leather Coat and Green Hood Azrative - Black Army Helmet, Black Flight Helmets BMXNinja - White Military Cap (Cream Beret) DanteMcGee - Black Dress, Black Beret, Blue Beret, Green Beret, Red Beret, Tan Beret dheidland - Dogmeat BoS Armors, Dogmeat Minuteman Armors wildgravity - White Nurse Uniform StuykGaming - Black and Red Dress, Blue Brocade Dress, Burgundy Floral Dress, Cream Leaves Dress, Navy Blue Polka Dot Dress, Peach Floral Dress, Yellow Floral Dress frogs345 - v2.3 Added Gloves nhimkoko - meshes for sniper rifle on back, pistol harness, katana belt, & jetpack. SomberX - a bunch of knowledge and jetpack FX meshes cat_woman1989 - material/meshes/textures for making the vanilla hazmat suits' helmets transparent. Genaeve - Bespoke Scottie Girl & 3 Skull n Crossbones outfits Elianora - mesh for scarves Jigodie - meshes for a lot of weapon wearables Ousnius - weight painted the revolver, gave me a bunch of tutelage, and fixed meshes for me so I could upload to Bethesda.net zalteredbeastz - mesh for sawed off shotgun on hip InsanitySorrow & Invalidfate - textures for Celtic Katana for Katana Belt weapons wearables. Nonow - textures for Mysterious Magnum for Revolver Harnesses and .44 Revolver on hip Mysterious Magnum color swap mods. Rakul - textures for Ranger Sequoia for Revolver Harnesses and .44 Revolver on hip Ranger Sequoia color swap mods. Jerros - textures for Jetpack color swap mods. Crimsomrider - assets for transparent Hooded Cleanroom Suit mask.
A tutorial has been added to the forums tab This tutorial will teach you how to make your mod or a patch use: Keywords to enable the Armorsmith Extended clothing modding system. Keywords and entries to enable Valdicil's Item Sorting (or any sorting mod that uses AWKCR keywords for dynamic sorting). Keywords to enable the Legendary Modifications legendary modding system. How to make your items craftable using AWKCR's Armorsmith and Weaponsmith benches and menu categories, to avoid adding new menu category keywords. How to assign slots to your items to conform to the Slot Usage Standard for maximum compatibility with other modders' apparel.
I've redone my compatibility patches. I was up above 240 plugins so I needed to lighten my load order. All the changes from the compatibility patches have been carried over into the original plugins. That's what's up with all the new AE Replacer plugins. Also I've made some merged plugins as well. If you use the AE Merged plugins you no longer need the plugins that have been merged into them. If you're unsure of exactly which plugins are covered by each merged plugin, look at the merged plugin in NMM and it'll have a list of the included plugins. Included plugins can be disabled and deleted. Old patches were moved to miscellaneous. There's no reason to use them anymore except as a modders resource if you need to pull the changes into a non-AE plugin if a mod gets updated.
I added some updated plugins on the Valdacil's Item Sorting page for clothing and armor that add support for the new Armorsmith clothing protective weave mods, and also the carry weight mods.
Hello, long time user of your mods :) Appreciate your hard work! Came to tell you that there are some issues with this mod and/or AWKCR when picking up Grognaks costume and Axe. It immediatly crashes the game on pickup. I am also currently unable to use the crafting stations, as that results in the same crash. When i disabled both of them, it fixed the issue. But i would much rather continue playing with them so im hoping you might be able to offer a solution :)
I'm assuming this is a Next Gen raytracing issue? I've haven't gotten a chance to look at the Next Gen plugin yet, so I can't say for sure if they added something to all the Armor/Armor Addon records that enables raytracing, I suppose that is possible. Although you'd think that would be something new in the nif mesh files or material files or just at the engine level. I don't really know, and I don't have a RTX card to be able to test.
All the power armor workbench stuff works fine for me dude. You might have issues because of portable repair kit mod. I had to delete that mod. It added repair kits for portable PA repairs yes. But it also took away the cheap repair option at the station.
Modifying my power armor, I have no issues. I know that some things require 4 perks, such as science, armorsmith, chemist, and science. Only 2 show up vanilla. To see all 4, i use def_UI
Although I have had a glitch where my power armor helmet headlamp shines but emits no light. Dunno what thats about. Ive read about it. It happens. Drive me crazy
There is on the AWKCR page, 1st stickied comment FAQ section, for future reference, but I'll throw it in a spoiler here for you now.
Spoiler:
Show
A: Here's a list of their locations supplied by Richwizard. BASE GAME Atom Cats - On Bluejay's counter in the rear building BOS - Prydwen on Proctor Teagan's counter, 7 rank insignias in Power Armor bay Diamond City - Warehouse between Dr. Sun's house & Earl's house on a green trunk Gunners - Gunners Plaza basement, central upper room on military trunk Institute - FEV Lab in side room on shelf by paint cans Minutemen - Castle tunnels on desk by dead General Raider01 - Corvega Assembly Plant on floor at the Power Armor station Raider02 - Poseidon Energy upper metal room near the roof entrance on a garage cabinet Railroad - Switchboard in room with bank vault door on table Star - Concord Workhouse on upper floor vent bridging collapsed floor Vault 75 - Upper observation room over combat simulation room Vault 76 - MedTek Sub Levels final room w/McCready's cure on a red trunk Vault 77 - Hardware Town front basement area on wooden crate Vault 81 - On toolbox under table next to Calvins normal position Vault 95 - South side (Diner area) upper rear corridor on overturned locker Vault 111 - In the entry corridor on a small rolling cart Vault 114 - Atrium mid level balcony on a stepladder Vault 101, 13, Vault Tec Numbers Pack - Vault Tec HQ basement on a metal shelf
AUTOMATRON Rust Devils01 - Ft Hagen Satellite Array in a cage at the end of the maze, right before you return to the entry, on a green trunk Rust Devils02 - Ft Hagen Satellite Array room with many generators and beds on a metal shelf
FAR HARBOR Vault 118 - Greeting desk at entrance
VAULT TEC WORKSHOP Vault 88 - Just inside entrance on Vault Suit trunk
NUKA WORLD Nuka World, Disciples - Inside Fizztop Mountain on roof, on big rolling cart Nuka World, Operators - The Parlor workroom w/Armor & Weapon workbenches on shelf Nuka World, Pack - Nuka Town backstage main room shelf near paint cans
I use vortex. I have learned form MadMAX (creaters of raiders overhaul) that I cannot rely on LOOT to make the correct load orders at all.
So far I have used what I have learned to make the correct decisions when vortex prompts to decide what should load before or after. Making rules with mods for patches, to make the patch load last. Also to put plugins at the bottom of my load order that mod instructions advise. I did this with 1 esp for npc scaling using the vortex group categories. I just put that esp in the group that was after default. I have no idea how the "default group works, cause it seems to be in between everything in the group order and simple relies on LOOT and built in rules. Vortex puts everything in default, which I found odd. I have no idea though. That is the extent of the time I put into my load orders.
I have about 95 mods. They seem to be working, but Im not entirely sure they are all working correctly and in harmony with one another. I have installed by mods in a way they shouldnt conflict with each other. Avoided any scaling conflict, or mods that both change vanilla outfits. Stuff like that.
Questions
1. Should I just abandon LOOT, and auto organize plugins and do it on my own?
2. I noticed you had types of mods all together, and the mods based on the same mod organized together too(patch taking priority). For example, Settlements, Textures, HUD, Skins, Etc. Is there any information stating which category of mod should take priority in the load order? Or can you give me an idea?
3. How should I organize my load orders. Should I make new groups, place mods in those groups and link them together, prioritizing load order. Or just make rules between each mod? Or the combination of both?
4. Is there anything I need to know esm, esl, esp, that matter with load orders? I cant seem to find alot of information on these.
Thanks for taking the time to reply. Im really trying to teach myself these things without bugging people. I just can seem to find anything in depth.
I found categorizing on FO4 Load order and enhanced performance at Fallout 4 Nexus - Mods and community (nexusmods.com) I was thinking of just making groups advised by this page and link them loading order from top to bottom of the list. Vortex has built in lists I cant remove. So I guess I will put all of them and link to default, and then back to the unchangeable groups. Its a start. Sorry Im sure your busy. What ever you can offer for advise is appreciated. No expectations though. Thanks.
I don't really have any advice on how to setup load orders for Fallout 4 using Vortex as I've never used it for this game, I still use Nexus Mod Manager for Fallout 4 (I prefer it because of the manual plugin order control). And while I use Vortex for Starfield, it's all manual text editing of the Plugins.txt. For something newer, but with more control, most people use MO2 for Fallout 4.
I am going to experiment and test. All I can do. The only thing I would like to know then. Is there is a best way to order the type of mods. If you take a look at that FO4 Load order in the previous comment. It categorizes the type of mods, and it seems like types have a priority. It looks like you are doing that too in your load orders. Does that link look correct, or do you have a suggestion? By types I mean, Apparel, Scrapping, Settlements, Weapons, etc.
Basically some of the type sorting is just for sanity's sake, but some of it very much is for conflict resolution. It looks like that page basically followed the way I set it up, but at the same time a lot of the plugins in their list are out of date and redundant like Crafting Workbench.esp Crafting Workbenches - Ammo.esp Crafting Workbenches - Ammo Expanded.esp Crafting Workbenches - Ammo Special.esp Crafting Workbenches - Faction and Quest Requirements.esp Crafting Workbenches - Power Armor.esp Crafting Workbenches - Pre War and Manufactured.esp Craftable Armor Size.esp MoreWeaves.esp All of which is covered by Armorsmith and Weaponsmith
Yeah Im not to focused on the mods in generally, mostly the categorizing. The underlined titles. I have my own mods, and I know what they do. I was just curious if organizing them by category had something to do with the internal coding, which is why the load order and organization of these categories took precedence over others.
I dont care what mod the example has. Just I noticed the organization of them was structured in basically a theme. I noticed you did the same thing. If its just for sanity sake, thats no biggy lol. That doesnt bother me. Like I said, I was more worried if that precedence of organization worked better with the structure of the game. Maybe im over thinking it, but you never know haha. Why I asked. Although I could see the bonus of grouping the themes together for referral purposes and reference. I noticed as I added mods, and I grew my understanding, I looked for previous mods to remind myself what I had, and to consider possible conflicts.
Sorry it took me so long to respond. I have been taking a break off modding and testing what I already have haha. Id like to play too. Appreciate your reply and trying to help. Still lovin your mods. Armorsmith extended, is literally the best mod in the game. Its a must. My favorite mod out of everything I have. My other favorites would be in balancing the enemy structure haha. We all know how broken that is. Say no to bullet sponges and locked level list zones.
Eventually, when I get time to. For now though, you could probably fairly easily edit the patches for the CC version of them and just change some FormIDs to point references to the new merged in records.
When I try to use an Armor Workbench in-game, the game instantly crashes with this mod. I don't have any other mods that could interfere with this, (Maybe Craftable Ammo, but I doubt that's interfering) and I have AWKCR installed as well. What should I do to fix this?
UPDATE: Turned out I had the same issue that B01scout had, where the Crafting Workbenches would interfere with it.
Sounds like you have a mod conflict. Open all your active plugin in FO4Edit, look in Armorsmith aand open the Armor section, find Drifter Outfit (you can click on the top Name column header to sort by Name alphabetically), and find what mod you have overwriting AE and either make a patch for it to merge their edits or remove it, or change your load order to prevent it from breaking AE functionality for that outfit while sacrificing whatever functionality that mod adds to that outfit.
10190 comments
FAQ has been moved to the forums tab.
Don't have all the DLCs, the most recent version of this mod that didn't require them is v3.31 and the v3.32 updated plugin. Those 2 files are in the misc section of the files tab.
Install Instructions
Install the main file, Armorsmith Extended v4.0
If you want the features that Armorsmith adds to all the vanilla apparel for other mods, the optional file section has AE Replacer plugins that you can use for a lot of mods out there (when installing, say yes when it asks to overwrite the original mod's plugin).
There are also AE Merged plugins available. They are multiple AE Replacer plugins merged together so that you can use more mods while lowering your load order plugin count. Have all mods in their file description installed and manually remove all of the original mods' plugins as the AE Merged plugin will take all their place.
Thanks for all the love people, you put this mod in the top mods all-time list, and I'm honored.
FO4Edit
List of Contributors
wax2k - Bug Tester Extraordinaire
aarlandsun - Dark Hooded Rags
agentbrea - Undies, Black Corset, Red Battlecoat, Grey Shirt and Combat Boots, Minuteman General Garvey Style
aothfezim - Darker Leather Coat and Green Hood
Azrative - Black Army Helmet, Black Flight Helmets
BMXNinja - White Military Cap (Cream Beret)
DanteMcGee - Black Dress, Black Beret, Blue Beret, Green Beret, Red Beret, Tan Beret
dheidland - Dogmeat BoS Armors, Dogmeat Minuteman Armors
wildgravity - White Nurse Uniform
StuykGaming - Black and Red Dress, Blue Brocade Dress, Burgundy Floral Dress, Cream Leaves Dress, Navy Blue Polka Dot Dress, Peach Floral Dress, Yellow Floral Dress
frogs345 - v2.3 Added Gloves
nhimkoko - meshes for sniper rifle on back, pistol harness, katana belt, & jetpack.
SomberX - a bunch of knowledge and jetpack FX meshes
cat_woman1989 - material/meshes/textures for making the vanilla hazmat suits' helmets transparent.
Genaeve - Bespoke Scottie Girl & 3 Skull n Crossbones outfits
Elianora - mesh for scarves
Jigodie - meshes for a lot of weapon wearables
Ousnius - weight painted the revolver, gave me a bunch of tutelage, and fixed meshes for me so I could upload to Bethesda.net
zalteredbeastz - mesh for sawed off shotgun on hip
InsanitySorrow & Invalidfate - textures for Celtic Katana for Katana Belt weapons wearables.
Nonow - textures for Mysterious Magnum for Revolver Harnesses and .44 Revolver on hip Mysterious Magnum color swap mods.
Rakul - textures for Ranger Sequoia for Revolver Harnesses and .44 Revolver on hip Ranger Sequoia color swap mods.
Jerros - textures for Jetpack color swap mods.
Crimsomrider - assets for transparent Hooded Cleanroom Suit mask.
CBBE Patch
CBBE Underwear Retexture for Armorsmith Extended Courtesy of ragegamer
Redundant CBBE Bodyslide files for versions 3.32 and older
Updated Bodyslide files courtesy of Brigand231 including the newer CBBE 7B and muscle definition sliders as well as 3 additional sliders from WhiteShades, XunAmarox, MushRush, & vervurax on the CBBE BodySlide Universal Reference page.
Jetpacks FAO v2 by Murielkai - AE Animated Jetpacks - Patches the Armorsmith Extended jetpacks to work with CROSS's animated jetpack script.
This tutorial will teach you how to make your mod or a patch use:
Keywords to enable the Armorsmith Extended clothing modding system.
Keywords and entries to enable Valdicil's Item Sorting (or any sorting mod that uses AWKCR keywords for dynamic sorting).
Keywords to enable the Legendary Modifications legendary modding system.
How to make your items craftable using AWKCR's Armorsmith and Weaponsmith benches and menu categories, to avoid adding new menu category keywords.
How to assign slots to your items to conform to the Slot Usage Standard for maximum compatibility with other modders' apparel.
Blaze The Vinewood Bowl
Vinewood Hillbillies
Boyz In The Hood
Peaks and Valleys Pt. 1
Peaks And Valleys Pt. 2
Peaks And Valleys Pt. 3
Hog Heaven Pt. 1
Hog Heaven Pt. 2
Hog Heaven Pt. 3
Hog Heaven Pt. 4
Hog Heaven Pt. 5
Hog Heaven Pt. 6
Hog Heaven Pt. 7
Rt. 68-E Drag Race
Seeing Stars
Old patches were moved to miscellaneous. There's no reason to use them anymore except as a modders resource if you need to pull the changes into a non-AE plugin if a mod gets updated.
# Please do not modify this file.
*DLCUltraHighResolution.esm
*Unofficial Fallout 4 Patch.esp
*ArmorKeywords.esm
*SettlementKeywords.esm
*WorkshopFramework.esm
*HUDFramework.esm
*XDI.esm
*DEF_WIDGETS_CORE.esm
*Homemaker.esm
*SimSettlements.esm
*Snap'n Build.esm
*NAC.esm
*Endless Warfare.esm
*Loads.esm
*PerpetualBeta_Framework.esm
*Worsin's Garage.esm
*NewCalibers.esp
*CC BFG VIS-G Patch.esl
*CC Doom Marine VIS-G Patch.esl
*CC Tunnel Snakes VIS-G Patch.esl
*CC Anti-Material Rifle WSE & VIS-G Patch.esl
*CC Branded Attire VIS-G Patch.esl
*CC Chinese Stealth Armor VIS-G Patch.esl
*CC Cpt. Cosmos VIS-G Patch.esl
*CC Gauss Rifle VIS-G Patch.esl
*CC Handmade Shotgun VIS-G Patch.esl
*CC Hellfire PA VIS-G Patch.esl
*CC Horse Armor VIS-G patch.esl
*CC Nuka VIS-G Patch.esl
*CC Prey VIS-G Patch.esl
*Gatorclaw Revamp.esl
*Ghouls Revamped.esl
*ProtoLining.esl
*RRTV_NukaRecipeRetextures.esl
*RRTV_RobotModelKits.esl
*SimSettlements_IDEKsLogisticsStation.esl
*Sim Settlements_Drinks_VIS_Weightless_DLC_Patch.esl
*SimSettlements_RotC_Complex_SunshineTidings.esl
*SimSettlements_RotC_Complex_AbernathyFarm.esl
*SimSettlements_RotC_Complex_Castle.esl
*SimSettlements_RotC_Complex_CoastalCottage.esl
*SimSettlements_RotC_Complex_CountyCrossing.esl
*SimSettlements_RotC_Complex_Covenant.esl
*SimSettlements_RotC_Complex_CroupManor.esl
*SimSettlements_RotC_Complex_DaltonFarm.esl
*SimSettlements_RotC_Complex_EchoLake.esl
*SimSettlements_RotC_Complex_EgretToursMarina.esl
*SimSettlements_RotC_Complex_FinchFarm.esl
*SimSettlements_RotC_Complex_Graygarden.esl
*SimSettlements_RotC_Complex_GreentopNursery.esl
*SimSettlements_RotC_Complex_HangmansAlley.esl
*SimSettlements_RotC_Complex_JamaicaPlain.esl
*SimSettlements_RotC_Complex_KingsportLighthouse.esl
*SimSettlements_RotC_Complex_LongfellowsCabin.esl
*SimSettlements_RotC_Complex_MechanistsLair.esl
*SimSettlements_RotC_Complex_Murkwater.esl
*SimSettlements_RotC_Complex_Nordhagen.esl
*SimSettlements_RotC_Complex_OberlandStation.esl
*SimSettlements_RotC_Complex_OutpostZimonja.esl
*SimSettlements_RotC_Complex_RedRocket.esl
*SimSettlements_RotC_Complex_SanctuaryHills.esl
*SimSettlements_RotC_Complex_Slog.esl
*SimSettlements_RotC_Complex_Somerville.esl
*SimSettlements_RotC_Complex_StarlightDrivein.esl
*SimSettlements_RotC_Complex_TaffingtonBoathouse.esl
*SimSettlements_RotC_Complex_TenpinesBluff.esl
*SimSettlements_RotC_Complex_Vault88.esl
*SimSettlements_RotC_Complex_VisitorCenter.esl
*SimSettlements_RotC_Complex_WarwickHomestead.esl
*CROSS_CosmeticFramework.esm
*3dscopes.esp
*SettlementMenuManager.esp
*WorkshopPlus.esp
*PowerArmorHUD.esp
*DEF_WIDGETS_SURVIVAL1.esp
*HoloTime.esp
*Immersive HUD.esp
*Extended weapon mods.esp
*TheMobileMechanic.esp
*aes_rendeco.esp
*AES_Renovated Furniture.esp
*AkaSinger.esp
*AkaWaterWorld.esp
*AlternateFurniture.esp
*AlternateSettlements.esp
*BasementLiving.esp
*BetterJunkFences.esp
*Bunker1LinkedContainers.esp
*BusySettlers.esp
*BusySettlersRug.esp
*CompactCrafting.esp
*CREAtiveClutter.esp
*CREAtiveGardens.esp
*CWSS Redux.esp
*DD_Foundations_&_Water_Wells.esp
*dinoshelf.esp
*Eli_Crafting Shiz 9000.esp
*Evan_Modular Kitchen.esp
*Graffity2ElectricBoogaloo.esp
*Homemaker - Bunker Disabler.esp
*ImmersiveVendors.esp
*LadyKillerBed.esp
*Northland Diggers New.esp
*NX Pro - Farm Core.esp
*OCDecorator.esp
*OCDispenser.esp
*OCDecoratorDLC.esp
*RainbowBeds_Kids.esp
*RealTroughs.esp
*SettleObjExpandPack.esp
*ShootingTarget.esp
*SimSettlements_MegaPack_YearOne.esp
*Altairp's Animal Farm.esp
*SimHomestead.esp
*IndustrialCity_Sim_Settlements_Addon.esp
*SimSettlements_AddOnPack_Foundations_JtBryant.esp
*SimSettlements_AddOnPack_SimTowers_JtBryant.esp
*SimSettlements_AddOnPack_Utilities_JtBryant.esp
*JunkTown.esp
*SS_Addon_PbPP.esp
*RS_Sim_AddOn.esp
*ruined_simsettlement_addonpack.esp
*ohSIM_Sim_Settlements_Scrappers_Addon.esp
*SimSettlements_Addon_VaultLand.esp
*SSAOP_SamutzVault88.esp
*WVSimSAddon.esp
*Snappy_HouseK.esp
*Summer Roses.esp
*NorthlandDiggers-SummerRoses.esp
*Thematic and Practical.esp
*Thematic and Practical - DLC.esp
*Unicorn_Farts_And_God_Rays.esp
*Vault-Tec Workshop Overhaul.esp
*VendorTrunk.esp
*VltElevatorDLC.esp
*Weapon Brackets.esp
*Merged Game Setting Tweaks.esp
*Reverb and Ambiance Overhaul.esp
*Cuts and Blunts 3.0.esp
*WET.esp
*CommonwealthConifersREDUX.esp
*TrueGrass.esp
*SlowTime.esp
*Auto Loot.esp
*Blues Radio DBR.esp
*NuWaste.esp
*OWR.esp
*Radioliberty.esp
*RenRadioMod.esp
*Wolf100.esp
*CBBE.esp
*AzarPonytailHairstyles.esp
*KSHairdos.esp
*MiscHairstyle.esp
*MoreHairstyles4Female4.1.esp
*Kat's New Hairstyles1.3.esp
*TheEyesOfBeauty.esp
*3DNPC_FO4Settler.esp
*RecruitableSettlers.esp
*SimSettlementsRecr_Leaders.esp
*CROSS_GoreCrits.esp
*CompanionStatus.esp
*CompanionHealThyself.esp
*DavesPoses.esp
*Dirty Raiders Standalone for CBBE.esp
*UniquePlayer.esp
*UniqueFollowers.esp
*ModdableRobotSettlers.esp
*Campsite.esp
*DrunkenGnomes_Gnomepocolypse.esp
*Eli_Chestnut Lodge DLC.esp
*Eli_Faction Housing Overhaul - Institute.esp
*Eli_Faction Housing Overhaul - Prydwen.esp
*Eli_Faction Housing Overhaul - Sanctuary.esp
*Eli_Faction Housing Overhaul - The Castle.esp
*Eli_Faction Housing Overhaul - V81.esp
*Eli_FahabaShack.esp
*Eli_Hangman's Home.esp
*Eli_MarlboroughHouse.esp
*Eli_Rockin Red Rocket.esp
*RRTV_AtomCats_Home.esp
*RRTV_BunkerZulu.esp
*RRTV_CambridgeBungalow.esp
*RRTV_CommonwealthRoadMap-Drumlin.esp
*RRTV_EdenCinemaHome.esp
*RRTV_FizztopGrilleEnhancements.esp
*RRTV_GoodneighborCondo.esp
*RRTV_HomesAndBunkers_Coastal.esp
*RRTV_HomesAndBunkers_Oberland.esp
*RRTV_HomesAndBunkers_Slog.esp
*RRTV_HomesAndBunkers_Somerville.esp
*RRTV_HomesAndBunkers_Starlight.esp
*RRTV_OverbossHideaway.esp
*RRTV_ScavBunker_Home.esp
*Cyber-Light Apartments.esp
*AlootHomePlate.esp
*3DNPC_FO4.esp
*AA FusionCityRising.esp
*OutcastsAndRemnants.esp
*ProjectValkyrie.esp
*Stm_DiamondCityExpansion.esp
*The_Left_Field_Diner.esp
*BTInteriors_Project.esp
*Eli_Faction Housing Overhaul - Railroad HQ.esp
*Better Power Armor - Extended.esp
*WIPAG_Power Armor Overhaul.esp
*WIPAG_Paint Garage - Full (Hard).esp
*WIPAG_Decal Station.esp
*FALLOUT4WT.esp
*Jetpack Overhaul.esp
*Brotherhood of Steel Kit.esp
*SuperMutantRedux.esp
*Unique NPCs.esp
*Unique NPCs FarHarbor.esp
*LooksMenu.esp
*LooksMenu Customization Compendium.esp
*Unique_NPCs-Stm_DiamondCity.esp
*BetterSettlers.esp
*Unique NPCs_SpecialSettlers_All.esp
*Leaders Of The Commonwealth.esp
*SS_AddOn_CbC_AIO.esp
*Unique NPCs - Creatures and Monsters.esp
*Unique NPCs - Creatures and Monsters - NonLore.esp
*DeadlierDeathclaws.esp
*DeadlierDeathclaws_Insanity.esp
*VIS-G Legendary Modifications.esp
*VIS-G Item Sorting.esp
*Armorsmith Extended.esp
*Armorsmith CC Weapon Skins For Wearable Weapons.esp
*Armorsmith Accessories.esp
*Armorsmith Cat_woman1989.esp
*Armorsmith Deserter X.esp
*Armorsmith Ellise.esp
*Armorsmith Pack It Up.esp
*3DNPC_FO4 AE VIS.esp
*Classic Combat Armor.esp
*Crimsomrider's Tomb Raider Accessories.esp
*CROSS Ultimate Merge v3.esp
*DeckardCoat-ArmorsmithExtended.esp
*Eli_Armour_Compendium.esp
*BetterSettlersCCAPack2.0.esp
*EnclaveX02.esp
*Fading's Oodles of O's AE & VIS-G Patch.esp
*FOC_NCR_Armors.esp
*GITS_suit_by_OniNigma.esp
*Hellfirenew.esp
*HN66-SiriusArmor.esp
*HN66Fo4_EasyGirl_BS.esp
*DCE_female_body_replacer_EasyGirl.esp
*Ingestibles Extended.esp
*JC-Shirt and Jeans.esp
*K9TacticalHarness.esp
*LagrieHelmet.esp
*Mercenary.esp
*MilitarizedMinutemen.esp
*MilitarisedMinutemen_PatchesAddon.esp
*rep_immersivecanteen.esp
*STRAC Hats.esp
*NukaRadBans.esp
*RaiderOverhaul.esp
*Rangergearnew.esp
*Revolution Clothing.esp
*Scavvers of the Commonwealth.esp
*strong_PA.esp
*Synth Overhaul.esp
*Tactical Flashlights.esp
*TrueReporter.esp
*Unique_NPCs_SuperMutantRedux.esp
*Unique NPCs - Creatures and Monsters - AE & VIS-G Patch.esp
*WastelandGirlArmor.esp
*WestTekTacticalOptics.esp
*GunmetalWeaponSkins.esp
*Weaponsmith Extended 2.esp
*SuperMutantRedux_AE-WSE-VIS-G-Insanity_AIO_Patch.esp
*UNPC - WSE Patch.esp
*Realisticbullets-WSE2.esp
*Armorsmith-Weaponsmith_CC_Patch.esp
*Leveled List Patch.esp
*Gernash Lights.esp
*Audrey.esp
*Piper.esp
*ButtonsCompanion.esp
*Cait.esp
*Danse.esp
*DualSurvivors.esp
*DualSurvivors_additionaldialogue.esp
*Dustworth.esp
*llamaCompanionHeather.esp
*MacCready.esp
*Nick Valentine Deckard prototype.esp
*Preston.esp
*SummonCompanions.esp
*EFF.esp
I've haven't gotten a chance to look at the Next Gen plugin yet, so I can't say for sure if they added something to all the Armor/Armor Addon records that enables raytracing, I suppose that is possible. Although you'd think that would be something new in the nif mesh files or material files or just at the engine level.
I don't really know, and I don't have a RTX card to be able to test.
Modifying my power armor, I have no issues. I know that some things require 4 perks, such as science, armorsmith, chemist, and science. Only 2 show up vanilla. To see all 4, i use def_UI
Although I have had a glitch where my power armor helmet headlamp shines but emits no light. Dunno what thats about. Ive read about it. It happens. Drive me crazy
BASE GAME
Atom Cats - On Bluejay's counter in the rear building
BOS - Prydwen on Proctor Teagan's counter, 7 rank insignias in Power Armor bay
Diamond City - Warehouse between Dr. Sun's house & Earl's house on a green trunk
Gunners - Gunners Plaza basement, central upper room on military trunk
Institute - FEV Lab in side room on shelf by paint cans
Minutemen - Castle tunnels on desk by dead General
Raider01 - Corvega Assembly Plant on floor at the Power Armor station
Raider02 - Poseidon Energy upper metal room near the roof entrance on a garage cabinet
Railroad - Switchboard in room with bank vault door on table
Star - Concord Workhouse on upper floor vent bridging collapsed floor
Vault 75 - Upper observation room over combat simulation room
Vault 76 - MedTek Sub Levels final room w/McCready's cure on a red trunk
Vault 77 - Hardware Town front basement area on wooden crate
Vault 81 - On toolbox under table next to Calvins normal position
Vault 95 - South side (Diner area) upper rear corridor on overturned locker
Vault 111 - In the entry corridor on a small rolling cart
Vault 114 - Atrium mid level balcony on a stepladder
Vault 101, 13, Vault Tec Numbers Pack - Vault Tec HQ basement on a metal shelf
AUTOMATRON
Rust Devils01 - Ft Hagen Satellite Array in a cage at the end of the maze,
right before you return to the entry, on a green trunk
Rust Devils02 - Ft Hagen Satellite Array room with many generators and beds on a metal shelf
FAR HARBOR
Vault 118 - Greeting desk at entrance
VAULT TEC WORKSHOP
Vault 88 - Just inside entrance on Vault Suit trunk
NUKA WORLD
Nuka World, Disciples - Inside Fizztop Mountain on roof, on big rolling cart
Nuka World, Operators - The Parlor workroom w/Armor & Weapon workbenches on shelf
Nuka World, Pack - Nuka Town backstage main room shelf near paint cans
I use vortex. I have learned form MadMAX (creaters of raiders overhaul) that I cannot rely on LOOT to make the correct load orders at all.
So far I have used what I have learned to make the correct decisions when vortex prompts to decide what should load before or after. Making rules with mods for patches, to make the patch load last. Also to put plugins at the bottom of my load order that mod instructions advise. I did this with 1 esp for npc scaling using the vortex group categories. I just put that esp in the group that was after default. I have no idea how the "default group works, cause it seems to be in between everything in the group order and simple relies on LOOT and built in rules. Vortex puts everything in default, which I found odd. I have no idea though. That is the extent of the time I put into my load orders.
I have about 95 mods. They seem to be working, but Im not entirely sure they are all working correctly and in harmony with one another. I have installed by mods in a way they shouldnt conflict with each other. Avoided any scaling conflict, or mods that both change vanilla outfits. Stuff like that.
Questions
1. Should I just abandon LOOT, and auto organize plugins and do it on my own?
2. I noticed you had types of mods all together, and the mods based on the same mod organized together too(patch taking priority). For example, Settlements, Textures, HUD, Skins, Etc. Is there any information stating which category of mod should take priority in the load order? Or can you give me an idea?
3. How should I organize my load orders. Should I make new groups, place mods in those groups and link them together, prioritizing load order. Or just make rules between each mod? Or the combination of both?
4. Is there anything I need to know esm, esl, esp, that matter with load orders? I cant seem to find alot of information on these.
Thanks for taking the time to reply. Im really trying to teach myself these things without bugging people. I just can seem to find anything in depth.
I was thinking of just making groups advised by this page and link them loading order from top to bottom of the list. Vortex has built in lists I cant remove. So I guess I will put all of them and link to default, and then back to the unchangeable groups. Its a start. Sorry Im sure your busy. What ever you can offer for advise is appreciated. No expectations though. Thanks.
I am going to experiment and test. All I can do. The only thing I would like to know then. Is there is a best way to order the type of mods. If you take a look at that FO4 Load order in the previous comment. It categorizes the type of mods, and it seems like types have a priority. It looks like you are doing that too in your load orders. Does that link look correct, or do you have a suggestion? By types I mean, Apparel, Scrapping, Settlements, Weapons, etc.
That would help. Thanks.
Crafting Workbench.esp
Crafting Workbenches - Ammo.esp
Crafting Workbenches - Ammo Expanded.esp
Crafting Workbenches - Ammo Special.esp
Crafting Workbenches - Faction and Quest Requirements.esp
Crafting Workbenches - Power Armor.esp
Crafting Workbenches - Pre War and Manufactured.esp
Craftable Armor Size.esp
MoreWeaves.esp
All of which is covered by Armorsmith and Weaponsmith
And EndorsCustomCombatArmor.esp
is surpassed in quality by Gunmetal Armor Skins - Armor Paints Pack
I dont care what mod the example has. Just I noticed the organization of them was structured in basically a theme. I noticed you did the same thing. If its just for sanity sake, thats no biggy lol. That doesnt bother me. Like I said, I was more worried if that precedence of organization worked better with the structure of the game. Maybe im over thinking it, but you never know haha. Why I asked.
Although I could see the bonus of grouping the themes together for referral purposes and reference. I noticed as I added mods, and I grew my understanding, I looked for previous mods to remind myself what I had, and to consider possible conflicts.
Sorry it took me so long to respond. I have been taking a break off modding and testing what I already have haha. Id like to play too. Appreciate your reply and trying to help. Still lovin your mods. Armorsmith extended, is literally the best mod in the game. Its a must. My favorite mod out of everything I have. My other favorites would be in balancing the enemy structure haha. We all know how broken that is. Say no to bullet sponges and locked level list zones.
UPDATE: Turned out I had the same issue that B01scout had, where the Crafting Workbenches would interfere with it.