can you improve this mod to add Gunners Pain-Jobs from Creation Club also on weapons and power armor. I mean add Gunners NPC paint jobed weapons along with armor?
As an example, I find a gunner wearing a chestpiece called "|Combat| Sturdy", but no mention that it's actually a chestpiece. See also uploaded screenshot. I'm not blaming you by any stretch btw, this kind of thing sorta screams "mod conflict" doesn't it. =)
Sadly I'm a lousy candidate for that kind of troubleshooting unless you're really a glutton for punishment - counting several merges I'm probably running 400+ mods. =)
The armor-related ones I could see at a glance maybe touching the combat armors though would be : Craftable armor size Armorsmith Extended VIS VIS - armor by class patch Unlocked paint jobs Combat Helmet Illumination (but that's only helmets, which your mod doesn't touch)
If you'd still like to see a full list I can still put one together but I wanted to warn you it would be long. =)
I will also mention that Gunner Armor Paint is just above Scrap Everything at the bottom of my load order so I'd expect it to be taking precedence over everything that would conflict anyway. I love troubleshooting.
Armorsmith Extended messes up Combat Armors, that's why I uninstalled it. Had several issues with combat armor until I uninstalled Armorsmith Extended. (There was also several other problems the mod caused too.)
Same here. "Concealed Armors" is completely broken with this installed. At least on my end. I've tried to tweak load orders and stuff but I couldn't get them both to work. It is quite possible that I've done something wrong on my end.
Endorsed. Gunners at the Nuka-transit centre spawned in on my lvl 118 playthrough, so looking good. Many Thanks. One thing to mention is that NMM highlights the Gunner paint job .esl as Disabled against your plug-in (it isn't, as both it and your mod work, so I don't know what's up with that, just thought I'd mention in case it puts anyone off activating the plug-in).
Yeah I see that on my side too, I thought it was because I was using my own plugin without having downloaded it from the nexus or something. If you have it though then I guess that throws that idea out the window. I'm not sure why it says that but like you said, it still works.
The only problem I've found is that it causes an error in FO4Edit, but deselecting this mod lets the editor run as normal on everything else. I usually take a look at mods in FO4Edit to help me see conflicts and that helps me adjust my load order. Again, your Mod works, so no biggie, but there are other creation club mods out there that might shed light on what's going on?
I didn't it much thought until I saw your mod, why wouldn't the gunners wear their colors if you have the CC mod. I like this ideal, thanks a lot. Other paints out there :-)
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I'm not blaming you by any stretch btw, this kind of thing sorta screams "mod conflict" doesn't it. =)
The armor-related ones I could see at a glance maybe touching the combat armors though would be :
Craftable armor size
Armorsmith Extended
VIS
VIS - armor by class patch
Unlocked paint jobs
Combat Helmet Illumination (but that's only helmets, which your mod doesn't touch)
If you'd still like to see a full list I can still put one together but I wanted to warn you it would be long. =)
I will also mention that Gunner Armor Paint is just above Scrap Everything at the bottom of my load order so I'd expect it to be taking precedence over everything that would conflict anyway. I love troubleshooting.
But it was nice to do Mass pike with all the gunners decked out.
Take a look at these and see if they help:
https://www.nexusmods.com/fallout4/mods/30164
https://www.nexusmods.com/fallout4/mods/30404
If you use the weapon skins:
https://www.nexusmods.com/fallout4/mods/28244
EDIT: I'll start up a new game, spawn in some Gunners and let you know if it works.