When I have the patch installed I create the Militia women outfit at the TechLab,I can wear it etc np with the Horizon stats. But when I want to modify the armour in the workbench the moment I hover over the armour i ctd. Where did I go wrong?
Mabey, I have this and Cross Brotherhood Recon installed and I have the same problem with that piece of gear. But Cross Brotherhood Recon isn't updated to 1.5 yet, so I thought it was just a matter of waiting for the update but this one is 1.5 ready so now im not sure. I have AWKCR and 'Armorsmith Extended' latest patch btw.
I will look into it when i can.....but our power is out here, ughh...so i will check as soon as its back up....
Ive crafted everything fine before and no keywords have changed, its strange its not working in the workbench. I always test upgrades too. I will post as soon as i can with an answer!
I cant see it being awkcr or armorsmith extended, that mod doesnt use those, my patch doesnt reference anything from those mods. (Edit: maybe im wrong about that....but i cant see it being an issue.)
1.5 changes nothing with the actual armors either, only crafting keywords. Im trying to think of what it could be that could cause crashing...i havent had a ctd yet and ive tested probably well over 1000 clothing items from well over a hundred mods...
Hmmm ya it works for me..I went through all the upgrades and everything works great. I am not sure, but definitely make sure you are using awkcr v3.2 (Its the one with like 730k downloads) and not the newest v4.0
Just thought I'd give you a heads-up, but your mods for at least the Handmaiden, Slave Suit, and Combat Stripper actually seem to muck things up pretty bad. I'm really not sure where things are going wrong, but when I installed the three of them, Vault 111 had broken so that the slave suit was working correctly, but then all of the male characters were naked, which is not something that happens with the default install of the mod, even when playing with Horizon. Changing the load order to place your files above the AE patches which seem to be at fault for the above issue also completely breaks the mod so the replacer doesn't work and the placed suits you can pick up don't spawn. Finally, when I tried to uninstall them, the merged files wouldn't revert and I had to reinstall not only the three outfit mods, but Horizon as well, and even then I had to manually go in and delete the leftover files in the Data folder. I have a reasonable suspicion that at least the mods breaking has something to do with the Horizon AE patches because placing your esp's above those breaks your mod, and reversing them breaks things the other way. I have no idea what would be causing the uninstall issues I've experienced as I'm not skilled enough in working in the guts of FO4 mods yet.
Hermmm sorry :(....I wonder if its the slave suit causing issues? I bet it is. It has cell changes inside the vault, something that ive never seen a clothing mod do before. I removed those changes but obviously something isnt right... Ive never had any issues with any clothing mods before so it cant be a coincidence that your having problems and that mod is one of them...
I havent heard anyone else say anything, but maybe they’ve all installed it after they have left the vault?
I wont have time to get to my pc until tommorow night..but i’ll look into it. To test all my patches i always use the alternate start patch and skip the vault...i suppose a mod with vault changes it would have been wise to at least test it in the vault....
Im not exactly sure what you mean by the merged files wouldnt revert? I dont merge any of my files, so i dunno how all that works.....but maybe if your merging them its breaking things?
Im not sure too what AE (i assume armorsmith extended?) would have to do with any clothing mod either...The only thing AE does for clothing mods is give them access to the AE armor workbench, its just one keyword, nothing more. I move everything to the tech lab so they have no connection at all after that. AE does a lot of vanilla armors but nothing for newly added armors...
I dunno this seems really weird. But ya, i’ll look at things tommorow night after the kiddo is in bed.
The Slave suit mod makes changes to the Vault 111 cell because unlike most other clothing mods where you are intended to either craft the outfits yourself or loot them off of enemies, the author intended you to find them on your way out of the vault. The replacer works pretty much the same way, though instead of finding them on the ground, now you see that the female npc's are all already wearing the outfit and when you step into the cryopod, its the outfit you're putting on rather than the default vault suit. By removing these cell changes instead of carrying them forward into a patch, you're essentially breaking a solid chunk of the mod you're trying to patch.
In respose to your second post:
It seems that your patches act as replacers rather than straight patches. When installed, they combine with the original and modify the esp's to include horizon as a master so that they have to be below Z_Horizon.esp as opposed to being a separate patch that has both Z_Horizon.esp and the original mod as masters and then patches them to rectify their differences. After what you've said, I'm not 100% sure this is what you'd intended to do, but I could be wrong. Furthermore, attempting to uninstall your patches doesn't return the original mod's esp to its pre-patch state where it no longer has Z_Horizon.esp as a master, forcing the reinstall of the original mod to fully revert it. In addition to all of this, for some reason when I uninstalled your patches, Z_Horizon.esp itself was removed from my plugin list, which is why I had to reinstall Horizon along with the original mods. Like I said, I've really no idea why these things are happening, but they definitely happened for me.
Theres just some changes that i dont like.. conflicting cell and world space changes that are in a mod i just like to remove so that they dont mess things up for Horizon. Replacer esps are great to get rid of changes you dont want to conflict...i dont use them if a mod is currently in development because its a pain to update,. I also wont use a replacer esp if a mod is complicated or adds a lot of stuff.
All i do is install the mod i want then the patch, let it overwrite and then thats it. Ive done this dozens of times...maybe over 100, ive lost count... ive never had any issues at all. And ya, all i do is reinstall the original mod if i want the old changes back. Ive done this dozens of times aswell...But ive never had the horizon esp dissapear! Honestly, thats weird man, i dont get it. Id be frustrated too..i really dont get how that can happen.
I made a replacer with my veteran ranger patch, and a ton of others that had cell conflicts without any issues, but its just that maybe the cell changes in the vault are something different? I dunno...
I totally get the theme of some mods, but its just that its either i adjust/remove some things or people just cant use them with horizon. I mean, they can, but armor needs a patch, theres no way around it. I just cant patch something and leave the conflicts... But, I suppose i could release a version that leaves the cell changes and only tweaks the gear though... i mean you said it works without the patch so maybe its ok to leave the cell changes...
I loaded everything up and its all fine for me. I have all of my clothing patches installed and that includes every kite patch..i dunno its like 60 or 70 patches total, without any issues... Ive never had a ctd or any glitch at all...
Im really not experienced enough to say whats going on with your end...i use nmm for installing everything, so i dont have a lot of experience with installing or removing files otherwise.
Hermm i wish i could help, ive spent hundreds of hours patching things for other people so i definately care if something doesnt work or cant be used...i just dont know what it is.
btw thekite's Handmaiden you have it craftable at the cyberlab or the robotics lab but not the chem lab like the other armors which work also with your activator XD
i updated to your 1.3b today and was like why is it not showing anymore.. i forgot i had made the little chem lab change manually some weeks ago in fo4edit i also remove the cyberlab since i dont see the point of having it show up in more than 1 workbench!
Ya, i do like linking mods up with the activator.. but popular mods, like this one or black widow, for example, i dont like to. Its only because this might be the only clothing mod someone wants, and i dont want to force them to have an extra esp... I just left the cyberlab one there, i didnt think it could hurt anything since that workbench isnt too cluttered anyways, and i didnt think everyone would care for using it...
But ya, cool that you changed it yourself though! :D : D
Coming soon Horizon 1.5 and there are many things that will not require recipes. What about your mods? Will you update them? Because the requirements recipes will be irrelevant.
Lord i hope not. I posted asking him...im sure things will be ok, hes usually pretty good with his updates. If i have to update them all i will though. I would never abandon even one of my patches. It wont be fun but it would have to be done. It only takes a few seconds to change crafting recepies, literally, and uploading maybe a few minutes..it wouldnt be the end of the world.
Again though, zawinul is pretty good and im sure things will be ok, ive asked him just in case though, i need to be reassured! Lol
Firstly, I wanted to thank you for all your different Horizon patches. I am planning to start my first Horizon Playthrough in a week or so and all these patches come in handy and I sadly dont know hot to make a compatibility patch myself, so keep up the good work ;-)
I wanted to ask you, if you are planning to add the other Niero mods which are missing like Health Care Armor Vault Tec Suite Combat Zone Armor Street Brawler ScoopDigger Tactical Swimsuit
I will look at it tommorow! I am not sure..I havent had much time with work and the kid but things calm down tommorow for me.. i didnt change anything with the attach points or mod association, just changed its slot, maybe that could be it. Could it be a gender specific thing? Probably not...but i dunno, i will check it out tommorow for sure!
Ok fixed it! Didn't realise the sleeves on the longcoat were separate entries! I didn't even know it had sleeves so I thought it looked ok...looks better now! Thanks :)
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But Cross Brotherhood Recon isn't updated to 1.5 yet, so I thought it was just a matter of waiting for the update but this one is 1.5 ready so now im not sure.
I have AWKCR and 'Armorsmith Extended' latest patch btw.
Ive crafted everything fine before and no keywords have changed, its strange its not working in the workbench. I always test upgrades too. I will post as soon as i can with an answer!
I cant see it being awkcr or armorsmith extended, that mod doesnt use those, my patch doesnt reference anything from those mods. (Edit: maybe im wrong about that....but i cant see it being an issue.)
1.5 changes nothing with the actual armors either, only crafting keywords. Im trying to think of what it could be that could cause crashing...i havent had a ctd yet and ive tested probably well over 1000 clothing items from well over a hundred mods...
Are you using awkcr 3.2?
I havent heard anyone else say anything, but maybe they’ve all installed it after they have left the vault?
I wont have time to get to my pc until tommorow night..but i’ll look into it. To test all my patches i always use the alternate start patch and skip the vault...i suppose a mod with vault changes it would have been wise to at least test it in the vault....
Im not sure too what AE (i assume armorsmith extended?) would have to do with any clothing mod either...The only thing AE does for clothing mods is give them access to the AE armor workbench, its just one keyword, nothing more. I move everything to the tech lab so they have no connection at all after that. AE does a lot of vanilla armors but nothing for newly added armors...
I dunno this seems really weird. But ya, i’ll look at things tommorow night after the kiddo is in bed.
The Slave suit mod makes changes to the Vault 111 cell because unlike most other clothing mods where you are intended to either craft the outfits yourself or loot them off of enemies, the author intended you to find them on your way out of the vault. The replacer works pretty much the same way, though instead of finding them on the ground, now you see that the female npc's are all already wearing the outfit and when you step into the cryopod, its the outfit you're putting on rather than the default vault suit. By removing these cell changes instead of carrying them forward into a patch, you're essentially breaking a solid chunk of the mod you're trying to patch.
In respose to your second post:
It seems that your patches act as replacers rather than straight patches. When installed, they combine with the original and modify the esp's to include horizon as a master so that they have to be below Z_Horizon.esp as opposed to being a separate patch that has both Z_Horizon.esp and the original mod as masters and then patches them to rectify their differences. After what you've said, I'm not 100% sure this is what you'd intended to do, but I could be wrong. Furthermore, attempting to uninstall your patches doesn't return the original mod's esp to its pre-patch state where it no longer has Z_Horizon.esp as a master, forcing the reinstall of the original mod to fully revert it. In addition to all of this, for some reason when I uninstalled your patches, Z_Horizon.esp itself was removed from my plugin list, which is why I had to reinstall Horizon along with the original mods. Like I said, I've really no idea why these things are happening, but they definitely happened for me.
Replacer esps are great to get rid of changes you dont want to conflict...i dont use them if a mod is currently in development because its a pain to update,. I also wont use a replacer esp if a mod is complicated or adds a lot of stuff.
All i do is install the mod i want then the patch, let it overwrite and then thats it. Ive done this dozens of times...maybe over 100, ive lost count... ive never had any issues at all. And ya, all i do is reinstall the original mod if i want the old changes back. Ive done this dozens of times aswell...But ive never had the horizon esp dissapear! Honestly, thats weird man, i dont get it. Id be frustrated too..i really dont get how that can happen.
I made a replacer with my veteran ranger patch, and a ton of others that had cell conflicts without any issues, but its just that maybe the cell changes in the vault are something different? I dunno...
I totally get the theme of some mods, but its just that its either i adjust/remove some things or people just cant use them with horizon. I mean, they can, but armor needs a patch, theres no way around it. I just cant patch something and leave the conflicts...
But, I suppose i could release a version that leaves the cell changes and only tweaks the gear though... i mean you said it works without the patch so maybe its ok to leave the cell changes...
Ive never had a ctd or any glitch at all...
Im really not experienced enough to say whats going on with your end...i use nmm for installing everything, so i dont have a lot of experience with installing or removing files otherwise.
Hermm i wish i could help, ive spent hundreds of hours patching things for other people so i definately care if something doesnt work or cant be used...i just dont know what it is.
i updated to your 1.3b today and was like why is it not showing anymore.. i forgot i had made the little chem lab change manually some weeks ago in fo4edit i also remove the cyberlab since i dont see the point of having it show up in more than 1 workbench!
I just left the cyberlab one there, i didnt think it could hurt anything since that workbench isnt too cluttered anyways, and i didnt think everyone would care for using it...
But ya, cool that you changed it yourself though! :D : D
If i have to update them all i will though. I would never abandon even one of my patches.
It wont be fun but it would have to be done. It only takes a few seconds to change crafting recepies, literally, and uploading maybe a few minutes..it wouldnt be the end of the world.
Again though, zawinul is pretty good and im sure things will be ok, ive asked him just in case though, i need to be reassured! Lol
I am planning to start my first Horizon Playthrough in a week or so and all these patches come in handy and I sadly dont know hot to make a compatibility patch myself, so keep up the good work ;-)
I wanted to ask you, if you are planning to add the other Niero mods which are missing like
Health Care Armor
Vault Tec Suite
Combat Zone Armor
Street Brawler
ScoopDigger
Tactical Swimsuit
Could it be a gender specific thing? Probably not...but i dunno, i will check it out tommorow for sure!