Quick summary from mod page: "Creates an invisible eye piece that uses FadingSignal's West Tek Tactical Optics framework. Lets you have the benefits of west tek optics vision modes wearing whatever armor you want. Can be customized to use 7 different armor slots for maximum compatibility. Designed for vanilla FO4, does NOT use Armorsmith Extended."
In reality, red lights can be used to avoid your light being detected from greater distances and is good for preserving natural dark adaptation of your eyes, green can be used for reading maps where special map diagrams will become more obvious or 'highlighted' and also preserves dark adaptation and blue can be used to better track human/animal blood trails and purple...? That's for Samuel's light saber and a rock band.
I have this helmet on a female character and I don't really know how to get the "female version" of the helmet. If the helmet version should be that the hair is visible then yeah...it won't show. Maybe a conflict with a hair mod?
How so? Your post is a little vague to say the least. Can you still craft it at the armorsmith crafting bench? Are you able to add mods to it on the vanilla armor workbench. Does the game crash when you try to craft or mod the helmet? Which versions of AWKCR & Armorsmith are you using? Which version of Fallout 4 are you using? Which mod manger are you using?
The "manage post" option shows that you haven't downloaded the mod. Which version are you using, the ESP or the ESL?
It doesn't recognize the esp of the latest version, says it's missing masters. I think a new update of Armor and Weapon Keywords changes the file name?
Maybe JohnnyBlade was worried about mod conflicts. Anything else that mods vanilla Marine Armor would probably conflict, including AWKCR and Armorsmith Extended.
I think someone needs to make the light on the Combat Armor helmet work too.
i tend to check and patch everything i install with f4edit, and most conflicts are with just some random useless features from AWKCR or something like that, and placing simple mods like this one in the end of the load order would be enought for the regular schmo
well besides it not including the marine helmet... all the other ones that tried to do the same for the marine helmet, the light is behind the head and not in the right place for whatever reason
Yea getting that light in the correct position is actually more tedious work than you might guess - takes lots of time 'cause you haveto load up the game multiple times to see if you got the light exactly in the right position!
So... anybody with a mod that has done that... has gone through adjusting, tinkering, adjusting and loading the game, loading a save, quitting, readjusting, reloading the game, quit and readjust, reload the game, reload a save.....
Is your AWKCR & Armorsmith mods up to date? Do you have all the DLCs? ESP version needs these requirements. I made an ESL version as well for people who don't want to deal with armorsmith or don't have all the DLC's installed.
Yea I've had this happen with other mods (the preview function in either pipboy or a workbench) and it was almost always related to AWKCR/AE not being up to date - a keyword missing or a mismatch, I believe, so it would instantly just CTD.
On other rare occasions, I've had some missing or corrupt textures/files that caused CTD's, weird looking textures or just the notorius pink/purple (no texture) issue. Fixed by redownloading and reinstalling.
BTW, I always do a manual download to avoid problems that can sometimes happen with the automatic... They're rare but I don't mind the manual download. Just remember to delete the download after to avoid clutter since at least NMM makes a copy of it (mod storage folder) when installed.
54 comments
https://www.nexusmods.com/fallout4/mods/41745
Quick summary from mod page: "Creates an invisible eye piece that uses FadingSignal's West Tek Tactical Optics framework. Lets you have the benefits of west tek optics vision modes wearing whatever armor you want. Can be customized to use 7 different armor slots for maximum compatibility. Designed for vanilla FO4, does NOT use Armorsmith Extended."
I try to merge it, but i have failed :(
https://www.nexusmods.com/fallout4/mods/14340?tab=description
Anybody pining over this in the future:
You can use this mod (Jhonny's helmet light) together with this one linked below. It's even been recently updated/rebuilt.
Marine Armor Helmet Neck Cover (Armorsmith & Headlamp Versions Available)
Just some inspiration for future modders:
In reality, red lights can be used to avoid your light being detected from greater distances and is good for preserving natural dark adaptation of your eyes, green can be used for reading maps where special map diagrams will become more obvious or 'highlighted' and also preserves dark adaptation and blue can be used to better track human/animal blood trails and purple...? That's for Samuel's light saber and a rock band.
The "manage post" option shows that you haven't downloaded the mod. Which version are you using, the ESP or the ESL?
The mod works fine with the latest versions of FO4, AWKCR and Armorsmith Extended. This is what I use (as of May 16 2020):
F4 game version 1.10.163
AWKCR 8.60
Armorsmith Extended 4.6
Nexus Mod Manager 71.4
Unnofficial F4 Patch 2.11a
I think someone needs to make the light on the Combat Armor helmet work too.
So... anybody with a mod that has done that... has gone through adjusting, tinkering, adjusting and loading the game, loading a save, quitting, readjusting, reloading the game, quit and readjust, reload the game, reload a save.....
Not really the most interesting type of work.
On other rare occasions, I've had some missing or corrupt textures/files that caused CTD's, weird looking textures or just the notorius pink/purple (no texture) issue. Fixed by redownloading and reinstalling.
BTW, I always do a manual download to avoid problems that can sometimes happen with the automatic... They're rare but I don't mind the manual download. Just remember to delete the download after to avoid clutter since at least NMM makes a copy of it (mod storage folder) when installed.