Added basic technical documents that have been scattered around the Prydwen by Apprentice Engineers.
Renamed the books on the table to Ingram's - since they're her personal books, taken out of her lockers. (Don't mislay them again! Damned Apprentices!)
Added a shelf of books to Maxson's room, and a few bits of junky BoS quest items.
Fixed an issue with the BoS Standard paint-job being able to be put upon non-T-60 Power Armor (ooops!).
i'd love (for the combined mod mainly) the ability to paint all (vanilla) tiers of power armor like the minutemen paint for all power armors/ institute paint for all power armors
Very nice! one small thing: when the paints are applied they take away the roman numeral indicating the upgrade version of the armor (example: if I have my armor upgraded to model D the armor part should have "BOS IV" in the armor part name. Other than that small immersion thing, it looks fantastic.
Could you possibly make it so that we can find the books if we didn't side with the brotherhood and already took down the airship? That would be awesome.
The only other one that I currently know of in the base game is the Institute paint job for the X-01 armor. I might do that as a holotape in Father’s room sometime - it’ll be a different tiny mod.
Kudos, very cool stuff. Any plans for Minuteman, Railroad, Sugar Bombs and/or Abraxo? (I think that's all of the ones that magically pop into your workbench)
P.S. If you have the CC Sentinel Control System could you add the Brotherhood Outcast paint as an optional extra for this mod?
Unfortunately I don’t have the CC, so cannot add the Outcast paint job.
I hadn’t originally thought of either Minutemen or Railroad. It does make sense though, for those doing non-Minutemen and non-Railroad playthroughs.
I will make some separate tiny mods for each. I think the Minutemen can have sets of drawings in the Museum of Freedom and Quincy. For the Railroad, the original HQ and their current HQ would be appropriate.
For Abraxo and Sugar Bombs, I’m not sure where a good lore-friendly location might be. Do you have suggestions?
I'm sure many, including myself, would like this series even for their chosen faction. It's far more immersive than suddenly knowing the paint scheme.
I love the look of power armour, way more than its function, so I just collect it for display, your mod allows for an immersive feeling way to get a complete collection. -For the Minutemen may I suggest you give it to the player when Garvey gives them the flare gun and rank of General for 'Taking the right step' as I believe that's when you receive it anyway. -For the Railroad I have a similar suggestion, give it to the SS when completing Tradecraft.
The Abraxo and Sugar Bombs don't have scripted unlocks, as far as I'm aware (which bothers me), but I do have two ideas. (I wouldn't expect you to go out of your way to hide it behind a scripted unlock) -BOTH sold by the Vault-Tec Rep, pre war sales man who sells pre war things. Alternatively; -Abraxo in Charlestown Laundry. https://fallout.fandom.com/wiki/Charlestown_laundry -Sugar Bombs in the Super Duper Mart. https://fallout.fandom.com/wiki/Super_Duper_Mart_(Fallout_4) -Vault-Tec (I just remembered) Found in Vault 111 (so before you have the opportunity to see it in the workbench) found in the Overseer's terminal?
True enough - knowing it suddenly, without even being told that you know it, is definitely jarring. I like the look of PA also, though I rarely use it ingame. That's why I created my Power Armor Basement mod - to store and show 'em off.
I'm going to work on the Abraxo and Sugar Bombs paint jobs first (plus try to figure why my game has two Sugar Bombs paint jobs). A scripted unlock is easy to do, much like the ones for Brotherhood of Steel. I'm going to try and make these ones as holotapes - if I can manage that, I'll tweak the X-01 holotape as well. What I won't do is give it to the Vault-Tec representative: he's sometimes a little flaky, don't want to stuff up someone's game because of that.
The Vault-Tec paint job...a scripted unlock with another holotape in Vault 111. Should be fairly easy.
I'll see what I can do with Preston and Desdemona. If I decide that it's too dangerous game-wise: old and new Railroad HQ's, and Quincy and the tunnels under The Castle, will probably have to do.
You're awesome. I read it's because both Contraptions and Far Harbor add it, but I haven't got to fact checking that. This mod removes it if looking at it helps you out, or you just want to recommend using it alongside. https://www.nexusmods.com/fallout4/mods/32273/ I was thinking that it would be a neat idea if the Sugar Bombs one was a promotional one with instructions on the back for painting model that came in the cereal box xD
I've dug around in the Creation Kit and found the extra one - it's in Nuka World. Somebody's quality assurance got hit by a bus that day. I'll make a tiny little mod just to remove that duplicate.
I looked at the Power Armor Paint Crafting Fix before and decided it wasn't really me. I haven't dug fully into what it does, just decided for myself that having paint as a loose mod didn't really make much sense (scraping paint off something leaves you with random flakes). It does look like a very good mod, though it wouldn't work 100% with this mod - it would need a patch to handle the Standard/Officers/Initiate/Knight-Sergeant/Knight-Captain/General paint jobs in this mod.
"1/10th scale model of the T-51 sold separately." Heh.
I currently run with an old version of AWKCR, which means I can't run Armorsmith Extended.
It will happen. Gambit's stuff is great, and he's a good man too. It'll be a while though - I'm a slowpoke player and generally slow to upgrade to new (to me) stuff.
24 comments
https://bethesda.net/en/mods/fallout4/mod-detail/4105359
Added basic technical documents that have been scattered around the Prydwen by Apprentice Engineers.
Renamed the books on the table to Ingram's - since they're her personal books, taken out of her lockers. (Don't mislay them again! Damned Apprentices!)
Added a shelf of books to Maxson's room, and a few bits of junky BoS quest items.
Fixed an issue with the BoS Standard paint-job being able to be put upon non-T-60 Power Armor (ooops!).
one small thing: when the paints are applied they take away the roman numeral indicating the upgrade version of the armor (example: if I have my armor upgraded to model D the armor part should have "BOS IV" in the armor part name.
Other than that small immersion thing, it looks fantastic.
Note that you might prefer the all-in-one version, which includes Institute and other paint jobs.
Boston Airport? Cambridge Police Station? Both?
—edit—
Note that I will put it into the combined mod: Whisper’s (Un)Locked Power Armor Paint Jobs
Any plans to do other paints that don't have mags? Can they be displayed?
Gain Insitute X-01 Power Armor Paint
Any plans for Minuteman, Railroad, Sugar Bombs and/or Abraxo?
(I think that's all of the ones that magically pop into your workbench)
P.S. If you have the CC Sentinel Control System could you add the Brotherhood Outcast paint as an optional extra for this mod?
I hadn’t originally thought of either Minutemen or Railroad. It does make sense though, for those doing non-Minutemen and non-Railroad playthroughs.
I will make some separate tiny mods for each. I think the Minutemen can have sets of drawings in the Museum of Freedom and Quincy. For the Railroad, the original HQ and their current HQ would be appropriate.
For Abraxo and Sugar Bombs, I’m not sure where a good lore-friendly location might be. Do you have suggestions?
It's far more immersive than suddenly knowing the paint scheme.
I love the look of power armour, way more than its function, so I just collect it for display, your mod allows for an immersive feeling way to get a complete collection.
-For the Minutemen may I suggest you give it to the player when Garvey gives them the flare gun and rank of General for 'Taking the right step' as I believe that's when you receive it anyway.
-For the Railroad I have a similar suggestion, give it to the SS when completing Tradecraft.
The Abraxo and Sugar Bombs don't have scripted unlocks, as far as I'm aware (which bothers me), but I do have two ideas.
(I wouldn't expect you to go out of your way to hide it behind a scripted unlock)
-BOTH sold by the Vault-Tec Rep, pre war sales man who sells pre war things.
Alternatively;
-Abraxo in Charlestown Laundry.
https://fallout.fandom.com/wiki/Charlestown_laundry
-Sugar Bombs in the Super Duper Mart.
https://fallout.fandom.com/wiki/Super_Duper_Mart_(Fallout_4)
-Vault-Tec (I just remembered)
Found in Vault 111 (so before you have the opportunity to see it in the workbench) found in the Overseer's terminal?
I'm going to work on the Abraxo and Sugar Bombs paint jobs first (plus try to figure why my game has two Sugar Bombs paint jobs). A scripted unlock is easy to do, much like the ones for Brotherhood of Steel. I'm going to try and make these ones as holotapes - if I can manage that, I'll tweak the X-01 holotape as well. What I won't do is give it to the Vault-Tec representative: he's sometimes a little flaky, don't want to stuff up someone's game because of that.
The Vault-Tec paint job...a scripted unlock with another holotape in Vault 111. Should be fairly easy.
I'll see what I can do with Preston and Desdemona. If I decide that it's too dangerous game-wise: old and new Railroad HQ's, and Quincy and the tunnels under The Castle, will probably have to do.
I read it's because both Contraptions and Far Harbor add it, but I haven't got to fact checking that.
This mod removes it if looking at it helps you out, or you just want to recommend using it alongside.
https://www.nexusmods.com/fallout4/mods/32273/
I was thinking that it would be a neat idea if the Sugar Bombs one was a promotional one with instructions on the back for painting model that came in the cereal box xD
I looked at the Power Armor Paint Crafting Fix before and decided it wasn't really me. I haven't dug fully into what it does, just decided for myself that having paint as a loose mod didn't really make much sense (scraping paint off something leaves you with random flakes). It does look like a very good mod, though it wouldn't work 100% with this mod - it would need a patch to handle the Standard/Officers/Initiate/Knight-Sergeant/Knight-Captain/General paint jobs in this mod.
"1/10th scale model of the T-51 sold separately." Heh.
Thinking about it, I also pointed players to the Power Armor Paint Crafting Fix. They may prefer that.
I'll have to change the Institute X-01 mod as well.
I'm going to take a little break for a bit. Will have to get a game to the point of meeting the Minutemen - and then the Railroad.
It will happen. Gambit's stuff is great, and he's a good man too.
Busy too. X)
Think I'll add some Elder Maxson's books also...a little extra flavor.