Hey Sytron, The camo patterns on the armor pieces stopped working after I updated AWKCR to v8.3. The wetsuits, and helmets work but the rest of the armor pieces display the 'zealot' paint scheme. Like I said, I use AWKCR but do not use Armorsmith Extended. I have the Vanilla version installed ; it was working just fine. Will the optional version work if I have only AWKCR?
Didn't work. In fact the items that were still camouflaged (helmet) reverted back to vanilla. The Armor pieces still have the 'zealot' (Children of Atom) paint scheme. I did switch off this mod and the armor is still messed up. I then turned off AWKCR and the armor reverted back to its proper vanilla scheme. therefore, I can assume that maybe the issue lies with the latest AWKCR updates and will ask those authors \to kindly look into this issue. Thank you for your time and your help.
The response I got on AWKCR: "Yes, this was an intended change. In a new game the armor would appear correctly. What you have to do is craft some pigments in the new workbench called Paint Mixing station and then modify the armor using the armor workbench, you'll see the new section called Alternate Mesh option, where you can change the appearance. "
Ok that's good. I haven't really played with the newest updates for AWKCR and AE yet. In Vanilla the Zealot skin comes from a craft-able mod that gets swapped out for a mod that changes the Armor to Assault (same way all armor variants work) I would try the alternate mesh option and get it to the vanilla Assault Mesh and then reapply the camo you want to have it display.
The way I built this mod has it apply a material swap to the Assault Armor parts only. So as long as the Assault Armor is in use by the armor it will be able to apply the custom camos.
FYI...so the pigment color change works (with your AWKCR version; the vanilla version does not allow this color change option) and changes the 'zealot' to the 'blue' marine assault color. However, even though the custom camouflage variants are available in the armor workbench, they do not change the armor at all. So basically, the AWKCR mod with its updates, caused the camouflage options to no longer work???
If you update AWKCR mid game some odd things will happen if you have armor that you got prior to the more recent updates (I think anything past 7.9)
I just did a test run and found it works as intended. I added in a piece of Marine Armor (specifically the chest piece) and saw a few things that have since changed. Previously the armors materials would be preset, for example to the assault armor or the zealot armor. Any pieces spawned with the console come with out any material selection chosen (I'm assuming it's using the assault armor as a base now and then modding it from there)
From there I was able to apply a camo and it worked as intended. However it only worked on a default piece (spawned from the console) or one that had Standard Blue Assault chosen for it's primary color index swap. Changing the material doesn't seem to change it like it used to previously (changing to Zealot armor applied the zealot textures, no longer does this)
Edit: Though I did think it was an applied mod part testing again I couldn't replicate any issues. Try working with a brand new (preferably spawned by the console) piece and let me know what you did with it. From what I can tell everything works fine, although I see now I don't have a way to remove the camo and go back to default blue. I'll look into that later on.
(Using AWKCR v8.3; using AWKCR Marine Armor Camos) So I spawned a new chest piece with the console commands. It spawned in marine blue. I then went into the armor workbench and switch to desert camouflage. Unfortunately, nothing happened and the chest piece remained marine blue. I changed the material to zealot and the back to blue assault but no camouflage. Not sure what is going on my side; I am going to continue to mess around with it. Maybe something else is conflicting on my end?
Possibly, I would try two things. Manually install this mod and it's textures and overwrite everything. Then try put this at the very end of the load order. If that works look at it in FO4Edit and see if anything makes changes.
Edit: it's also worth trying to use just AWKCR and this mod alone and then spawning a piece with the console and modding it.
Okay, I will delete current and will download all manually and install.
**UPDATE** Okay, I think I got it to work. I deleted all of the Marine Camo Mod and then manually downloaded it and put the mod's materials folder in the Materials Folder within the Data Folder. I also manually downloaded JV7's texture folder for the desert camo. Before, I downloaded all of his textures for each camo variant using the mod manager; I noticed that it put them a special folder? This time I just downloaded one and put it in the texture folder under DLC03 (like his description states). I am not sure why it was working in the past but it was working for many months? The new update in AWKCR might have interfered with it somehow? Anyway, since my newly spawned or console spawned marine armor is now appearing the the 'marine assault blue', I can change the different marine armor camo patterns; so far so good.
Thank you for your assistance with my dilemma...I really appreciate your help. As always, thank you for your work in creating this cool mod.
Yes, this mod absolutely requires the full optional texture pack from JV7's original mod that works with mine. Without it all each option would just change to the default texture. In your case the Desert Camo that was replacing the vanilla textures.
In case this helps anyone else
Spoiler:
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JV7's individual textures are placed in (Textures\DLC03\Armor\Combat Armor) which will be loaded instead of the same ones found inside DLCCoast - Textures.ba2
This mod on the other hand places them in (Textures\Marine Armor Camos\Each Camo) which leaves the vanilla textures alone and lets this mod reference these textures as a material swap.
Okay, I set things up as per your last post; AWKCR version. I did it manually so everything is in the right place. The mod functions with the exception of one glitch. I am able to change the camo colors on all pieces of the marine armor except the marine helmet (not the wet suit helmet). For some reason if I open the armor workbench with the marine helmets in my inventory, the game crashes to desktop. If I dump the helmets and try it works fine. If I switch off this mod, the helmets don't cause the crash. I played with my load order and it didn't help. Not sure if another mod is causing this; (AWKCR would be the only one I can think of? Anyway, i am going to play around some more.
I'll look into it, just checked in FO4Edit and nothing seems wrong. Will dig further, often times when that happens it's related to something missing such as a reference of missing files.
Edit, ok replicated on my end. Will look into why, something is obviously missing.
Fixed, the helmet was still using keywords and attach points from Armorsmith Extended. Removed null references and good to go. Download the newest version.
Thanks for testing this out, I missed it some how.
hi, love the mod. and also, yes i was experiencing the same thing with the mod but the ONLY things that were applying the Camo's was all wetsuits worked and ONLY the helmet of the armor... but these were all acquired through the normal game play and finding them. after "crafting" them in the extended armorsmith, those one's worked fine(because they show like the one's spawned in through console.) also, i'm using the newest everything, since i just started playing this game a couple weeks ago lol. Armorsmith Extended v4.5 AWKCR v8.4 Camo Marine Armors AE v1.2 that's what's going on with my end and i'm only using the vortex mod manager thing as i haven't had any problems with it yet. thought i was having problems with this mod on vortex til i was messing with stuff and then looked here lol. But yes, the armor has to be crafted in the extended armor or spawned in through console for the camo choices to actually apply on them. wondering if the one's you can buy from vendors or pickup have a different id or something which is why this may be only applying to certain variations of the armor because even installing the single camo mod didn't change the one's i found and bought. only the craftedAE and spawned one's worked.
Interesting, once I get a chance I'll try replicate this. However if you could for me, take the armor that isn't working, look at the mod slots and see what options are selected (and more importantly which ones have a title assigned but no marker stating so) and compare them to the armor you crafted. I'm thinking that the way they are spawned where ever it is you found them, isn't spawning the armor parts with the, for the sake of clarity, vanilla options.
Such as looking like normal assault armor but using the zealot as it's base which the way this works won't effect or modify the skin.
It is worth noting that if any of the armor is referencing the zealot option(s) (I forget which ones set the material) the camo on the armor won't work as the material swap from my mod applies a material swap only to the assault armor's material which gets set by a part I'd have to go look at to know for sure. AWKCR is a bit hard for me to follow when it comes to how it redirects it's references that make up each piece of gear to allow it to be so mod-able.
If you can change parts (or set them to assault) and the camo's work then that's all it is. The wetsuit is of course exempt from this as is the helmet as there are no Zealot variants of those and there for no variables that change what my mod is referencing.
There is a conflict between this mod and Camouflage Armor Paintjobs by R97R. One mod override the access to the other one. I've tested change the load order or change Camo Marine Armors Vanilla with Camo Marine Armors Armorsmith Extended with the same results. Anybody else?
That's right, anything that modifies the armor entries for each part will conflict.
"Both versions of this mod use/add the vanilla attach point keyword ap_armor_Paint "Paint" [KYWD:0024A0FA]" Which is an attach point this mod adds. I don't use Camoulage Armor Paint Jobs, but I do know it needs to make changes to the marine armor to work. A quick and easy way would be to add that keyword to CAP as it's a vanilla keyword that this mod will make use of. Check the images and look at the AWKCR resolution image to see what I'm talking about.
nod00 wrote: First post: FINALLY! someone answered my prayers!
uhmm.. I have all the requirements even the new AWKCR, but none of the options appear on the armor bench, I even have to place the plugin on the bottom of my LO, is there something else I could miss?
What FO4 Version are you using? I can only assume your using 1.9.4 as the keyword for the attach point doesn't exist in that version or any earlier.
Also post your load order, and if you can upload a screen shot of the mods you can apply to the marine armor.
Oh, I forgot to mention I actually updated today so its at 1.10.89.
LO:
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Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
Unofficial Fallout 4 Patch.esp=1
HUDFramework.esm=1
Homemaker.esm=1
Snap'n Build.esm=1
PlasmaArsenal.esp=1
Loads.esm=1
XDI.esm=1
Z_Architect.esm=1
ArmorKeywords.esm=1
NewCalibers.esp=1
Worsin's Garage.esm=1
Endless Warfare.esm=1
EndlessWarfareDLCFixes.esp=1
Custom Concrete with Glass.esp=1
More Scavenging Stations.esp=1
CWSS Redux.esp=1
Passthrough.esp=1
Power Conduits and Pylons Overhaul.esp=1
Passthrough_Compatibility_13394.esp=1
Stone&MarbleWorks-HMM.esp=1
DecentElevators.esp=1
Move Store and Assign Power Armor.esp=1
ComprehensiveUltrawide.esp=1
VatsOverThere_IncreasedVATSRange.esp=1
BrighterSettlementLights_ExtraBrightv1.1.esp=1
Northland Diggers New.esp=1
GKX Manifests 2.0.esp=1
ShipmentSize_125.esp=1
MoreShipments_50.esp=1
ShieldedSettlers.esp=1
Hard Legendary Giant Creatures.esp=1
Respawnable Legendary Bosses.esp=1
PlutoniumCreatures.esp=1
DeadlierDeathclaws.esp=1
Vivid Fallout - All in One - 2k.esp=1
BostonFPSFixAIO.esp=1
def_inv_scrap_en.esp=1
Pack Attack NPC.esp=1
My_Minutemen.esp=1
RaiderOverhaul.esp=1
SuperMutantOverhaul.esp=1
CF_AtomicWarlord.esp=1
shipment_biggest.esp=1
3dscopes.esp=1
3dscopes-AddToSpawnList.esp=1
3dscopes-framework.esp=1
3dscopes-FarHarbor.esp=1
3dscopes-NukaWorld.esp=1
EFF.esp=1
Scrap Everything - Core.esp=1
Scrap Everything - Ultimate Edition.esp=1
ImmersiveScrapping_SeasonPass.esp=1
Eli_Armour_Compendium.esp=1
AzarPonytailHairstyles.esp=1
CBBE.esp=1
The Eyes Of Beauty.esp=1
512StandaloneHairColors.esp=1
Unique NPCs.esp=1
Unique NPCs-LMSE Equipment.esp=1
BetterSettlers.esp=1
BetterSettlersCCAPack2.0.esp=1
BetterSettlersCleanFacePack.esp=1
BetterSettlersNoLollygagging.esp=1
BetterSettlersMostlyFemale.esp=1
KSHairdos.esp=1
THBrows.esp=1
LooksMenu.esp=1
LooksMenu Customization Compendium.esp=1
ESO KS Hairdos (No Moles).esp=1
KSHairSettlers LMC.esp=1
Modern Firearms.esp=1
Modern Sidearms.esp=1
MF - RFR.esp=1
Quad_RAWLauncher.esp=1
LightsaberMod.esp=1
DD_Tinas_Cookiepocolypse_merged.esp=1
ApalLeotard.esp=1
Cammy Tactical Suit.esp=1
Lara's Wetsuit.esp=1
Headcrab_Bunny.esp=1
Courser Ghost-Spectre X-92 Armor Mashup.esp=1
rfortaleza2.esp=1
SkyrimConversions.esp=1
_CustomPort Fox48.esp=1
China Dress AE.esp=1
_Gurl.esp=1
Crafting Workbench.esp=1
Crafting Workbenches - Ammo.esp=1
Crafting Workbenches - Ammo Expanded.esp=1
Crafting Workbenches - Ammo Special.esp=1
Crafting Workbenches - Automatron DLC.esp=1
Crafting Workbenches - Faction and Quest Requirements.esp=1
Crafting Workbenches - Junk Items.esp=1
Crafting Workbenches - Power Armor.esp=1
Crafting Workbenches - Pre War and Manufactured.esp=1
Loads of Ammo - Leveled Lists.esp=1
Weaponsmith Extended 2.esp=1
MF-VIS_patch.esp=1
MF - Armor Name Fixes.esp=1
MF-WATM_patch.esp=1
MTM-LaserPlasmaWeaponMods.esp=1
Super Laser.esp=1
Super Institute WM.esp=1
Superior Energy-Weapons.esp=1
autoweapons.esp=1
DLCRobotsExtra.esp=1
Gatling Laser Overhaul.esp=1
GLOAutomatron.esp=1
GLOSLP.esp=1
MTM-BlackLaserGunsM.esp=1
JLS Minigun Suite.esp=1
Armorsmith Extended.esp=1
Armorsmith All DLCs Patch.esp=1
Synth Overhaul.esp=1
Synth Overhaul - Black Patch.esp=1
MF-MS-RO-SO-WSE2_patch.esp=1
Synth Overhaul - White Patch.esp=1
rfortaleza2_AE.esp=1
Eli Armor Compendium AE VIS Patch.esp=1
Spartan-Calyps.esp=1
Marine Armor Expanded.esp=1
brotherhood of steel overhaul.esp=1
CompetitionSwimsuit_AE.esp=1
Armorsmith Hothtrooper44.esp=1
Armorsmith Calyps.esp=1
Armorsmith Cat_woman1989.esp=1
Armorsmith Elianora.esp=1
Armorsmith Ellise.esp=1
Armorsmith L0rdOfWar.esp=1
Armorsmith Pack It Up.esp=1
Armorsmith Kerrigan.esp=1
Armorsmith Kerrigan Color Changer.esp=1
Armorsmith Deserter X.esp=1
NanoSuit.esp=1
NanoArmor.esp=1
EndorsCustomCombatArmor.esp=1
EndorsCustomCombatArmor_AE.esp=1
EndorsCustomCombatArmor_CFA.esp=1
EndorsCustomCombatArmor_BoSKit.esp=1
EndorsCustomCombatArmor_ChromeSynths.esp=1
EndorsCustomCombatArmor_AzarHair.esp=1
EndorsCustomCombatArmor_SynthOverhaul.esp=1
EndorsCustomCombatArmor_Valdacil.esp=1
EndorsCustomCombatArmor_VaultSuitDLC_AE.esp=1
EndorsCustomCombatArmor_WATM.esp=1
MarineArmorCamos.esp=1
clothingoverhaul.esp=1
ClothingOverhaulSP_XB1_PC.esp=1
More Power Armour Mods.esp=1
PAMAP.esp=1
PowerArmor_AltMeshes.esp=1
PowerArmor_AltMeshes_AutomatronPatch.esp=0
PowerArmor_AltMeshes_NukaWorldPatch.esp=0
WIPAG_Power Armor Overhaul.esp=1
WIPAG_Paint Garage - Full (Hard).esp=1
PAAltMesh-MPAM-CompPatch.esp=0
PAAltMesh-PAMAP-CompPatch.esp=0
PAAltMesh-WIPAG-CompPatch.esp=0
PAAltMesh-Automatron-WIPAG-CompPatch.esp=0
AnS Wearable Backpacks and Pouches.esp=1
AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp=1
AnS Wearable Backpacks and Pouches - AWKCR Power Armor.esp=1
The Eagle Jetpack Series.esp=1
Jetpacks Unlimited Master.esp=1
JU Worsin's Edition (Compact).esp=1
JU Worsin's Edition (Vanilla).esp=1
JU Worsin's Edition (V-Wing).esp=1
WIPAG_Decal Station.esp=1
AnS Wearable Backpacks and Pouches - Ballistic Weave.esp=1
Mod Conflict, just a matter of which one. I see at least 6 different mods that I know 100% make changes to the attach slots for mods on Marine Armor, even without my mod there should be way more mod slots on that piece of armor given what I see in your load order.
Open FO4Edit and, open the armor tab on this mod and scroll down to armor and see what mods are changing KWDA and APPR entries. From there you will need to manually make a merged patch for all the mods making changes that are being overwritten by the next mod.
The last screen shot I put in the gallery shows the change I made when compared to AWCKR.
Ok, got those done, but the real culprit was LegendaryModification Combined - 2LM and DLC's.esp which gives the armors a completely different Item ID's that'll never be familiar with the keywords applied from this mod. I found this out because I noticed that it was the only plugin that worked out of all this. Now I got camos to appear
Well, you can always just use the marine armor textures only and keep the original gray wetsuit (underlayer armor as you called it) - or use whatever other wetsuit you would like. But I agree, it could use more non-camo parts.
uhmm.. I have all the requirements even the new AWKCR, but none of the options appear on the armor bench, I even have to place the plugin on the bottom of my LO, is there something else I could miss?
30 comments
So I uploaded an AWKCR only version. Let me know if anything doesn't work and I'll try take a look at it.
The response I got on AWKCR: "Yes, this was an intended change. In a new game the armor would appear correctly.
What you have to do is craft some pigments in the new workbench called Paint Mixing station and then modify the armor using the armor workbench, you'll see the new section called Alternate Mesh option, where you can change the appearance. "
The way I built this mod has it apply a material swap to the Assault Armor parts only. So as long as the Assault Armor is in use by the armor it will be able to apply the custom camos.
I just did a test run and found it works as intended. I added in a piece of Marine Armor (specifically the chest piece) and saw a few things that have since changed. Previously the armors materials would be preset, for example to the assault armor or the zealot armor. Any pieces spawned with the console come with out any material selection chosen (I'm assuming it's using the assault armor as a base now and then modding it from there)
From there I was able to apply a camo and it worked as intended. However it only worked on a default piece (spawned from the console) or one that had Standard Blue Assault chosen for it's primary color index swap. Changing the material doesn't seem to change it like it used to previously (changing to Zealot armor applied the zealot textures, no longer does this)
Edit: Though I did think it was an applied mod part testing again I couldn't replicate any issues. Try working with a brand new (preferably spawned by the console) piece and let me know what you did with it. From what I can tell everything works fine, although I see now I don't have a way to remove the camo and go back to default blue. I'll look into that later on.
Edit: it's also worth trying to use just AWKCR and this mod alone and then spawning a piece with the console and modding it.
**UPDATE** Okay, I think I got it to work. I deleted all of the Marine Camo Mod and then manually downloaded it and put the mod's materials folder in the Materials Folder within the Data Folder. I also manually downloaded JV7's texture folder for the desert camo. Before, I downloaded all of his textures for each camo variant using the mod manager; I noticed that it put them a special folder? This time I just downloaded one and put it in the texture folder under DLC03 (like his description states).
I am not sure why it was working in the past but it was working for many months? The new update in AWKCR might have interfered with it somehow? Anyway, since my newly spawned or console spawned marine armor is now appearing the the 'marine assault blue', I can change the different marine armor camo patterns; so far so good.
Thank you for your assistance with my dilemma...I really appreciate your help. As always, thank you for your work in creating this cool mod.
In case this helps anyone else
This mod on the other hand places them in (Textures\Marine Armor Camos\Each Camo) which leaves the vanilla textures alone and lets this mod reference these textures as a material swap.
Edit, ok replicated on my end. Will look into why, something is obviously missing.
Fixed, the helmet was still using keywords and attach points from Armorsmith Extended. Removed null references and good to go. Download the newest version.
Thanks for testing this out, I missed it some how.
also, i'm using the newest everything, since i just started playing this game a couple weeks ago lol.
Armorsmith Extended v4.5
AWKCR v8.4
Camo Marine Armors AE v1.2
that's what's going on with my end and i'm only using the vortex mod manager thing as i haven't had any problems with it yet. thought i was having problems with this mod on vortex til i was messing with stuff and then looked here lol.
But yes, the armor has to be crafted in the extended armor or spawned in through console for the camo choices to actually apply on them. wondering if the one's you can buy from vendors or pickup have a different id or something which is why this may be only applying to certain variations of the armor because even installing the single camo mod didn't change the one's i found and bought. only the craftedAE and spawned one's worked.
Such as looking like normal assault armor but using the zealot as it's base which the way this works won't effect or modify the skin.
It is worth noting that if any of the armor is referencing the zealot option(s) (I forget which ones set the material) the camo on the armor won't work as the material swap from my mod applies a material swap only to the assault armor's material which gets set by a part I'd have to go look at to know for sure. AWKCR is a bit hard for me to follow when it comes to how it redirects it's references that make up each piece of gear to allow it to be so mod-able.
If you can change parts (or set them to assault) and the camo's work then that's all it is. The wetsuit is of course exempt from this as is the helmet as there are no Zealot variants of those and there for no variables that change what my mod is referencing.
"Both versions of this mod use/add the vanilla attach point keyword ap_armor_Paint "Paint" [KYWD:0024A0FA]" Which is an attach point this mod adds. I don't use Camoulage Armor Paint Jobs, but I do know it needs to make changes to the marine armor to work. A quick and easy way would be to add that keyword to CAP as it's a vanilla keyword that this mod will make use of. Check the images and look at the AWKCR resolution image to see what I'm talking about.
Oh, I forgot to mention I actually updated today so its at 1.10.89.
LO:
Open FO4Edit and, open the armor tab on this mod and scroll down to armor and see what mods are changing KWDA and APPR entries. From there you will need to manually make a merged patch for all the mods making changes that are being overwritten by the next mod.
The last screen shot I put in the gallery shows the change I made when compared to AWCKR.
Thanks for assisting in troubleshooting..
Prime Rule of Addons here: Anything at the bottom of the list takes priority over all above it, and I see several out of place.
Thank you for sharing your excellent new mod with the Nexus Mods Community!
We like it so much we're going to promote your mod on our Social Media.
Look out for your mod appearing on our Facebook or Twitter over the next few days!
Keep up the awesome work!
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generally, slapping the same texture on everything doesn't look that great. but its still an interesting idea
uhmm.. I have all the requirements even the new AWKCR, but none of the options appear on the armor bench, I even have to place the plugin on the bottom of my LO, is there something else I could miss?
Also post your load order, and if you can upload a screen shot of the mods you can apply to the marine armor.