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Bretton

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BourneMcReady

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  1. bretton
    bretton
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    Sticky
    PATCHING TUTORIAL FOR ABSOLUTE BEGINNERS:

    1: Download Fo4edit from the nexus

    2: Run Fo4edit, and make sure "UpgradableClothing.esp" is selected along with whatever file you want to make work with it. In the current version, only clothing that takes up at least 2 armor slots is able to be upgraded to prevent effects stacking. You can break that rule if you want, but I haven't ever tried it.

    3: Navigate to the "armor" section under the file that you want to make a patch for, then find any outfits you want to patch.

    4: Select the outfits you want to patch, right click, then select "copy as override into..."

    5: If using the newest version of Fo4edit, a list of templates will pop up. Use the very first one, it should be an ESP file and not say ESM or ESL anywhere to the right of it. Once you do this it will ask you to name the file, name it whatever you want. You can try to make an ESL file, but I have not tried it.

    6: On the left side of the screen you will see your new patch that you just named in bold, you need to right click that bold file and then select "add masters..."

    7: Select "UpgradableClothing.esp" to add it as a master to your new patch file.

    8: Open up the armor you want to patch in your new patch file and take a look at the right side of the screen, you will all the information on the armor you have selected. Soon we will edit a few of these entries, but when we do make sure you are editing the ones under your new patch name, not the original mod the new armor is from.

    9: Find the section called "KWDA - Keywords".

    10: If the following keyword is not already there, you need to add it. "ma_Railroad_ClothingArmor [KYWD:0020DE40]"

    11: Find the section called "APPR - Attach Parent Slots".

    12: You now need to add matching LINING and MISC attach points to the armor, one of each. The easiest way to find these keywords is to open up "UpgradableClothing.esp" on the left hand side of the screen, then go to "Keywords".

    13: Pick the closest outfit type, then copy and paste the two corresponding keywords on your new armor patch.
    For example, if you are patching a mod that adds a new suit to the game, you would want to use these two keywords:

    "ap_CBO_Suit_Lining" and "ap_CBO_Suit_Misc"

    NOTE: Outfit types determine which outfits can swap loose mods with each other, as well as the strength of the linings. For example, dress linings are weaker because dresses often allow a few armor pieces to be worn as well.
    You might not find an appropriate outfit type for the armor you are patching, this is perfectly fine and expected. Just use the closest sounding alternative, and it won't be that big of a deal. You can always look through the "UpgradableClothing.esp" armor section and look at the keywords I used for examples. (If you are feeling comfortable with the creation kit, feel free to just make new keywords and object mods by following what I've down in the others if no keywords fit the outfit you are adding).

    14: When you find the keyword you want to use and have it selected, you need to find where it says "FormID" on the right side of the screen. That is what you are going to copy and paste into the "APPR - Attach Parent Slots" section that we found earlier. Remember, the armor in your patch file needs both the "Misc" as well as the "Lining" keywords if you want access to all the possible upgrades.

    15: When finished, close out of Fo4edit and it will prompt you to save, hit OK and you are done! Activate the mod in your mod manager or through the in-game load order menu, and then test the armor in-game.
  2. JudovanMoord
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    It works just fine, except for with Grognak's costume. and that's vanilla. Could you make that one upgradeable as well?
  3. Takion
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    I am having trouble with the BOS Squires, they are....naked, in their underwear....as per FO4Edit; the only mods that make some chances to the squire uniform are this one and AWKCR, i suck at FO4Edit and don't know how to fix or diagnose the problem, but it didn't happen before this mod.

    Is anyone else having this problem?
    1. JudovanMoord
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      I had AWKCR installed on my first playtrough, and all the squires were naked. Haven't installed this mod, so it must be AWKCR.
  4. JudovanMoord
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    Does this remove the legendary effects of any outfits? I plan on using a mod that significantly reduces the number of Legendary enemies, and as a result the Legendary items. Specifically so that unique items are more valuable. There is another mod that does more or less the same thing as your mod, but it removes the legendary effects of unique outfits, so I hope this one doesn't.
  5. ClockworkBard
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    I really appreciate this mod and the effort that went into it.  I used to do the UCO thing, but modifying armor bits to manage clipping was a constant reminder I was using a mod.  This just feels better to me.  It's one of those kinds of mods where you start using it and then forget about it, because it feels more like the game should've been than the actual game.
  6. Conifer
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    Can you explain the rational for the hazmat suit being reduced to 400 rad resistance? Thanks.
  7. PSS1
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    Good Mod. Thanks. Just gotta try patching this up with 'All Camo Uniforms' as it doesn't seem to want to match up and your tutorial is so going to help my dumb self with that part.

    Just to make sure...is 3 and 4 to do the overtide patching in UpgradableClothing.esp or the other way around...?
    1. bretton
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      I am not familiar with that mod, but just to clarify - this patching tutorial was for patching entirely new outfits from other mods. If that mod edits vanilla outfits the process would look a little different.

      But as for the tutorial, you want to copy the records from the all camo uniforms mod into a brand new esp, which will be your patch file to load after both mods that it is patching. Then you will edit those copied records to make them compatible with my mod.

      You could achieve the same thing by directly editing the camo informs mod, but if you do all edits in a new esp file it's much easier to find mistakes. Plus you can enable/disable the patch file if needed.

      If that mod edits a vanilla outfit, then you would do the same thing, except just click and drag the keywords from my mod into the new patch file record that was copied from the all camo uniform mod. You'll know if it's a vanilla record because it will be highlighted in a color - if it's white that means it's an original outfit and the tutorial should work.

      I hope that makes sense, I'm pretty terrible at explaining things. I promise it's a lot easier than it seems, once you see how to do it.

      Oh, also - since I made that post I have added upgrades to under amors and included new under armor keywords. I *think* that I named them all correctly, so keep be careful to use the right type of keywords. Under armor upgrades are much weaker than regular upgrades.
  8. stanway2007
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    Could you please upload the to beth.net I real enjoyed using your old CBO after reinstalling fallout I quite sad I couldn't use it any more.
    1. bretton
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      I will make another attempt, but no promises. Beth net is really, really bad and they won't fix it for some reason. If I can get through, it will likely just have the name and a link back to the nexus for a description, but console players will be able to download it at least.
    2. bretton
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      Uploaded - the links are in the description.

      They require the unofficial patch - but I can't test how that works on consoles. If you run into issues because of this I can remove it as a requirement, will just have to change a few things.
  9. intothevolcano
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    I said I'd be back. Here's some more issues:

    1) The green rag hat has very generous stats for such a lightweight hat
    2) As Ledzepiv also pointed out, the silver shroud hat having 15DR basically makes it the most powerful headgear in the game that weighs half a pound; maybe even in general.
    3) The high resistance stats of vault security armor (and helmet) makes it outdo upgraded leather armor and even the basic variant of the combat helmet. I deleted the freebies in vault 111 because it actually felt like cheating.
    5) The army helmet, due to its weight in comparison to protection, is probably standing as the worst headgear item in the game.
    6) Gunner leathers are simply better than road/raider leathers without compromise like a weight difference.

    You don't have to these suggestions exactly, but these are my recommendations:

    1) Green rag: remove ballistic resistance, reduce energy to original 10, give +1PER.
    2) Shroud's fedora: remove ballistic resistance.
    3) Reduce security armor protection to 20/25.
    4) Security helmet to 8/8, matching the batting helmet, but keeping +1CHA to justify the higher weight.
    5) Army helmet to 10/5 and +1STR as a trade off of weight to the mining helmet.
    6) Increase armor values of road/raider leathers to evenly match gunner leathers.

    Take care of these and I'll prove I'm your biggest fan by buying you a MONTH OF PREMIUM MEMBERSHIP.
    1. bretton
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      Sorry for the delayed response, I had to rebuild my computer. I will try to update the mod within the next few days, keep your money though lol. Thank you so much for finding all of these... I'm hoping to actually play through the game here for the first time in forever, so I'm hoping I can find more bad numbers as I play. Once all the numbers feel good, the only thing that is really bothering me is that they can't spawn as legendaries.
    2. bretton
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      Added your changes! Thank you again - and sorry it took so long!
  10. ledzepiv
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    The Silver Shroud hat gives +15 DR, is that intended?
    1. bretton
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      Probably intentional, but not thought through. Will check it again for next update. Thanks.
  11. intothevolcano
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    Hey Bretton, it's me, the user that seems to pop up every six months and is probably your biggest fan. I've got an edit suggestion, which will likely be the first of many more. Hard hats versus mining helmets: same defence stats, but one gives END and the other STR; it's a neat concept. However the miner's helmet weighs six times as much as the other. You think it would be fair to reduce the weight and value so they're more closely matched?
    1. bretton
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      Good catch, will fix that shortly. Thank you! I don't really even play the game anymore and everything just becomes numbers in the creation kit, and I really easily overlook or just mess up things like that. I'm not uh, the best at testing things in-game. One of these days I'm going to actually play from the beginning and will probably note a bunch of balance adjustments that should happen. But until then I really appreciate people pointing out errors like this.