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LordAriakus

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LordAriakus

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  1. LordAriakus
    LordAriakus
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    REQUIREMENTS
    This mod requires AWKCR and all of the CC Skins released to date
    If you are missing any of the CC files simply use the dummy esl from

    https://www.nexusmods.com/fallout4/mods/38029


    edit:
    Uploaded a new Version, with the (still) buyable CC Skins only
  2. SuperJesse64
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    Personal peeve but I wish there was a version of this without needing AWKCR (I know SinlessSorrow did a version but that makes standalone duplicates and makes shop items unpaintable).
  3. fegaman
    fegaman
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    Make one for the weapons and power armor too
    1. mrudat
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      The framework for doing that for weapon paint jobs doesn't exist in AWKCR (yet); as far as I know, any method for doing so will be automatically incompatible; you either need to override the weapon records to have faction-specific templates, or duplicate the weapon records to create faction-specific weapons, both of which will require creating dozens of combatability patches for every other weapon mod that there is. =)

      Power armour should be relatively straight forward, the framework for that does exist in AWKCR. I'm going to see about doing that myself (for the paint jobs I own). ... A quick look suggests that there isn't any (vanilla) faction-specific power armour paint, so that was easy, it's already done. =)

      Now adding the non-faction-specific power armour paints for distribution on the other hand? That sounds like it should be do-able, though for AWKCR compatibility any effects would need to be stripped off, and possibly added to a new material if a relevant one doesn't already exist.
  4. MyCart
    MyCart
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    Love the mod, is there a chance that we might see a version without AWKCR? Just curious...
    1. mrudat
      mrudat
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      Nope. You just can't do that in vanilla without editing or copying the armour records, which will make any such mod incompatible with any other mod that touches armour. Creation Club Faction Overhauls appears to do exactly that if that's what you want; I downloaded, inspected, and rejected it before I came across this mod.
  5. deleted699504
    deleted699504
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    FYI, as of today, the CC dummy mod doesn't include all necessary .esl for this mod.
    1. STR4NGERxD4NGER
      STR4NGERxD4NGER
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      I can confirm this, as well as add that the three missing skins are no longer available on the CC.
    2. TheMonkeyMonster
      TheMonkeyMonster
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      Can you copy and rename the ones you have - for example gunners and clone for using shark instances etc.? So therefore making all gunners just wear the "normal" green gear?
    3. nekollx
      nekollx
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      also confirmed the rainders need th holoween bat and jack olatern which are neither on the store or on the dummy site
  6. Wuique
    Wuique
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    Does it require weapon, power armor, and pipboy skins too or just armor
    1. LordAriakus
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      The Main file requires: "Nuka-Cola Cherry", "CamoBundle", "ShiSkin", "HalloweenBundle" and all of the "FactionSkin Bundles"
      The Settler-Holiday version file requires the "Holiday Workshop Pack" in addition to the CC content from the Main file
  7. Wasteland_Geographic
    Wasteland_Geographic
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    Thank you! I love you!
  8. PoisonParadise
    PoisonParadise
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    Hey you gonna do this for weapons too?
    Also, you forgot a few paint jobs. Nuka Cola, Hot Rod Flames, Camo Blue, Institute, and Children of Atom.

    Nuka and Flames could go on Raiders, Camo Blue on Minutemen, and the other two self explanatory.

    There's also Atom Cats, Vault Tec, Christmas, and Enclave but you know, not really anywhere to put those. . . except maybe on the individual Atom Cats? I might look into that one if I can't find a mod already doing it I guess. Good going putting the Halloween themed ones on Raiders though, they fit year round.
    1. LordAriakus
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      I wanted to do this for the weapons initially but it seems to only work globally (every 10mm will have this skin and not only the raider ones)

      As for a short explanation how modcol seems to work:
      AWKCR has distributed modcol features to
      -each Armor and Clothing [seperated by factions with templates for Enclave/AtomCats to implement in mods which spawn said factions]
      -each Weapon Type [no seperation by factions here]
      -each PowerArmor [seperated by factions]
      -a.s.o.
      This means it is easy to implement with some finagling and quite compatible (since only the AWKCR modcol entries are changed slightly)
      I suppose the contact person would be valdacil here (him implementing the same framework to weapons for each faction)

      As for the armor paint jobs, I am planning to add more later on.
      Also camo blue is already included if I am not wrong,
      just forgot to mention it on the modpage ^^

      And Thank you for your input
    2. PoisonParadise
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      Oh I see, is Hot Rod Flame also already included and just not listed?

      And I see x2. Do you have plans to edit the Power Armor records then? I have all the PA skins if you don't, and can make it myself if you weren't already going to. As for weapons, that is a shame and would just require hard leveled list and npc record edits. Considering how often AWKCR makes changes and additions though, that's probably something that will eventually change. What with Raider Overhaul's stupidly massive update coming out, I'm sure a system that allows for gun skin edits on just the Raider faction would be something AWKCR will include.
    3. LordAriakus
      LordAriakus
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      Added CoA, Institute and (optional) Settler paint job distribution.

      I do not own any of the PA skins, which makes it impossible for me to make a PA version of this mod.
      Quite a few people would be thankful if you could share such a mod I think.
    4. PoisonParadise
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      I'm FO4Edit savvy, I'll just look at what you did and replicate it for Power Armour no sweat. I'm a degenerate who owns every Power Armour skin lol.

      Also, rad update, you rock!
  9. TheVambrony
    TheVambrony
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    I doubt it but will they spawn with matching sets? or random, say, one gunner has gunner armor, camo leg, shark arm, etc at the same person
    1. LordAriakus
      LordAriakus
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      Sadly no...
      Any leather armor a Gunner spawns with has a equal chance to have a coloring of one of the skins (for example shark Breastarmor and Camo Legs)

      The only way (I know of for now) for each faction to wear a matching set is to make them exclusively wear this set.
      For example every Gunner has the gunnerPaintjob aplied to their armors.

      I personally chose to try it randomized for my first try in modding.

      My biggest goal would be implementing the Raider Overhaul this way (only visuals) in order to achieve variety and compatibilty
      But I dont know when yet
    2. TheVambrony
      TheVambrony
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      is there a way to spread it between levels? like, standard gunners have gunner, and each "level" has different? like top level gunners have shark?
    3. LordAriakus
      LordAriakus
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      I am not sure (This is my first mod after all) but it should be possible.
      But the downside for this would be the necessity to edit either NPC records(would make it incompatible with many things) or impelemting a LvLedList Injector Script.

      The solution I took was easy in comparison.
      If you ever used FO4edit just look what I changed in order to achieve my results (pretty simple and straightforward)
  10. villings
    villings
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    whoa -- this is genuis!