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ArcherDown and RickTheNexus

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RickTheNexus

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17 comments

  1. AustinscottNigNug
    AustinscottNigNug
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    https://www.nexusmods.com/fallout4/mods/36213?tab=files


    Current compatible patch
  2. deleted21140159
    deleted21140159
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    is this going to be updated for the 1.8 version of horizon?
  3. sypher68
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    First of all, you're a freaking legend, Rick.

    Second - quick clarification question. The original Mercenary Pack mod requires Armorsmith Extended. I know Z was trying to get rid of needing to use that mod or AWKCR with Horizon 1.5. Does this patch help to remove those dependencies or do I need AWKCR and Armorsmith Extended due to The Mercenary Pack's dependence on them, and then the other two patches for Horizon to play nice with it?
    1. RickTheNexus
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      Hey man thanks!

      Awkcr and AE are sort of confusing. They sont really do anything...for horizon anyways..
      Horizon does everything AE does anyways, so i always patch out AE and awkcr when i can. I think awkcr can allow for some colour swaps but thats it.
      Usually awkcr is just for mods to use the Awkcr workbench to make unified place for crafting.

      (Sorry i realise you might know all of this but its just easier to explain if someone else is confused and comes across this, lol)

      But...the mercenary mod uses a lot of awkcr’s colour swap keywords and uses the awkcr crafting bench. Even if i did remove them from the patch you would still need awkcr and ae for the original mod. It would have to be a replacer esp to make it not require those mods...

      Archerdown spent a lot of time on the patch and added some new things...so i could have made my own patch, made new colour swap keywords and removed the awkcr completely...but its a lot of work when archerdown did so much with the patch already! Thats why i contacted him and just asked if i could just ammend his patch and he said he didnt care so it saved me so much work!

      Err...i guess i rambled hopefully i answered something...hahaa...
    2. RickTheNexus
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      But i just install ae awkcr and horizons patches...even if i wasnt using merceary pack....at least if in the future i would have them if needed. You wont really even notice them when playing.
      At least you have them installed incase a mod like this needs them, theres no real reason not to install them, they wont hurt or change anything.
      I found it all so confusing at first when i first tried patching mods and it took me some time to understand it all...but its all really nothing in the end, just a couple extra esps and thats it.
    3. sypher68
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      Got it.

      One other question - how are these patches alongside something like a Wrye Bash Bashed Patch. The utility works great on Skyrim but I've never tried it with Fallout 4. Would Wrye Bash screw things up or can I merge all of your patches into a Bashed Patch and have everything function properly?
    4. RickTheNexus
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      Im not too sure actually, ive never used it for fallout either......ive thought about trying it myself to clean things up but i was always worried about messing something up too. Im always worried about spending hours playing and realising something is messed and i didnt even realise it...
      I can patch things ok, but i dont really have an understanding of how things actually work behind the scenes...
    5. sypher68
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      Right on. I may give it a try and see how it works. I'll report back with findings of any testing.
    6. RickTheNexus
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      Ok cool! Will be nice if its good, really cleans things up nicely!
    7. karyusan
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      The original mercenary pack mods have a optional files where there is no need to have armor smith. isn't better to work with this so you have less work to do ?
      edit :
      The Mercenary - No Armorsmith Extended by Sophisa
      Fixes the Backpack and other issues | Replaces the Merc esp and includes the CBBE patch ESP also. | Give Sophisa a kudos / Thanks for the assist.
      this is in the optional file so if the mods dont need anymore armor smith he dont need AWKCR no ? ( sorry was just trying to help maybe is not working like that :p )
    8. RickTheNexus
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      Yeah, if i was making my own patch i would have used the no awkcr version...or i would have just removed awkcr while patching it....
      I wouldnt mind making one from scratch, but adjusting archerdowns was like hours and hours of less work..for me its mostly about time, and i just dont have too much free time right now, so i have to sort of pick and choose what to work on. I know this wont be quite like my other patches since i didnt go through every detail like i normally do, but at least values and resistances are better than before...

      What sort of backpack issues were there? I havent actually played fallout in months or really used anything ive patch so any issues i dont really know about...
    9. karyusan
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      i dont know man is the description of the files in the mods page :p
      No problem man wanted just to maybe help you ^^
    10. RickTheNexus
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      Ah ok thanks a lot i appreciate it!
  4. Benjango
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    Do you take requests? I had this idea of using the Synth Suit (Precursor Re-texture) by Hoax2 in my Institute play and have all Gen3's inside the Institute use this outfit. Any thoughts on making that mod into Horizon?

    https://www.nexusmods.com/fallout4/mods/12119/
    1. RickTheNexus
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      Ok, ill look into it, i should have time later on this week.
      I mean, patching the armors are easy, but i will just have to look in the level lists and find the armors to replace.
      What is the name out the outfit they normally wear? It should help me find exactly what to change...(im not too familiar with the institute..)
    2. Benjango
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      It looks like any gen3 inside the Institute wears the Institute Jumper

      http://fallout.wikia.com/wiki/Institute_jumper

      One thing I'm unsure of is if the Precursor can be worn by male characters. So that may be an issue.
    3. RickTheNexus
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      Ah ok, i didnt change any level lists so i guess its an issue with the original mod, but i will look into that