Would it be possible to make a version where everybody within the institute wears the cleanroom suit and only institute scientists in the wasteland wear the expeditionary suit?
I kinda like the cleanroom suit and would like to see it being used too. Plus the institute scientists wouldn't need armor inside the Institute.
Ye, all this would need is an edit to all the scientists that are outside the Institute to use a new expedition outfit. There's not that many - only a dozen at most.
I really love this mod! It always bothered me Cross courser armors don’t get equipped in game properly by NPCs but the BoS ones DO! Will we ever see this coming to XBOX?
Don't know if you still support this, but I find that scientist are lacking IEX mask, so all of their spawn are whole outfit without mask. Can this be fix?
Question:: If I have no interest on the Expeditionary suit, only on the Strigidae armor, can I still use this mod just for the sake of the Strigiade armor? Or downloading it without the Expeditionary Suit will cause some issue?
You don't need this mod if you just want the Strigiade armor injected into the level list of Coursers. The original mod comes with a holotape that gives you that option (50% chance).
The LL injection in Strigidae's holotape is broken and doesn't work. There's a fix for it in its comment section if you know how to use FO4Edit, though.
In all my years of modding Bethesda games I never heard of a simple outfit form edit affecting quest progress in any way, unless the items/outfits are directly referenced in an equipment check in the quest's scripts, but that isn't the case here. Besides that, I used this plugin in three of my playthroughs without any problem. Let's say, hypothecially, if there is a direct connection between your problem and this plugin, I'd assume that at least a single other person of the thousands who downloaded the mod in the past 2.5 years would have reported that problem. But no one did and that's why I'm sceptical.
Where does the <000b1752 stage 10 was not set> come from? How exactly did you determine the causing factor? Did you disable your mods one by one and checked again in between? Or did you disable other plugins at the same time? Was the result of quests progressing after you disabled only this plugin reproducable (always broken when active and working when not, multiple times in a row)? Did you use FO4Edit to scan for conflicts in your load order? Do you use any mods that alter vanilla quests/scripts? If so, it's possible that the interaction between those mods and this plugin could lead to problems when there are (partial) conflicts.
It's literally impossible for this mod to cause that sort of problem. My guess is that your game is bogged down by scripts, you have something else affecting that quest or you uninstalled some things.
If it's Hunter/Hunted, you probably have a mod that changes the courser chip and breaks the attached script.
I know this might be a bit of a silly request, but any chance for an ESP version? I plan on merging both armors along with some others to save on my load order, and if I do, this would need to be merged with them, otherwise it won't work.
Both xEdit and zEdit support ESPlite and ESL plugins for merging. Not sure why you want an ESP, especially considering that the Expeditionary Suit comes as an ESPlite as well. If you want an ESP regardless just remove the ESL flag. My file doesn't contain any unique forms, just overrides IIRC.
48 comments
I kinda like the cleanroom suit and would like to see it being used too. Plus the institute scientists wouldn't need armor inside the Institute.
Will we ever see this coming to XBOX?
Mod makes some quest not starting
Had problems with Hunter/ Hunted not starting (after gettiong courser chip)Molecular level <000b1752 stage 10 was not set> .
Somehow when I've turned off this mod, everything worked just fine. Lol
Let's say, hypothecially, if there is a direct connection between your problem and this plugin, I'd assume that at least a single other person of the thousands who downloaded the mod in the past 2.5 years would have reported that problem. But no one did and that's why I'm sceptical.
Where does the <000b1752 stage 10 was not set> come from? How exactly did you determine the causing factor? Did you disable your mods one by one and checked again in between? Or did you disable other plugins at the same time? Was the result of quests progressing after you disabled only this plugin reproducable (always broken when active and working when not, multiple times in a row)? Did you use FO4Edit to scan for conflicts in your load order? Do you use any mods that alter vanilla quests/scripts? If so, it's possible that the interaction between those mods and this plugin could lead to problems when there are (partial) conflicts.
If it's Hunter/Hunted, you probably have a mod that changes the courser chip and breaks the attached script.
Any plans to integrate any other CROSS armors?