How can I craft the armors? I've installed the required mods and tried every single workbench, but it just won't show up. Do I need to go to the institute first? What should I do there?
Hello i cant seem to get the color options to appear i only get the ones from from your other pack i dont have any mods affection the synth uniform either
Will NPCs have randomized coloring, or is that only for the player to do at the armor workbench? In other words, are the mod-cols included since this uses AWKCR? (I realize that most would make ZERO sense inside the institute itself, but since I have mods that spawn synths of all types in other ways, and I would also love to add these as 'rare' outfits for settlers to show up in - I have the 'rare' category built into my LL's).
Yes NPCs and Synth spawn with a variety of colors. But it isn't totally random. AWKCR's ModCol system for the Synth uniform assigns specific skins to the different departments within the Institute. Many of the skins in this pack are crafted only, but the AWKCR ModCols are set up to that NPCs of different factions will spawn with the correct Faction specific skin if level lists are modified to allow them to spawn with the Synth Uniform.
No matter what i do, synth uniform doesnt show up in armor workbench. I tried to uninstall all the mods which i thought to be interfering with your mod, still no luck. Here is my load order:
My best guess is *M8r_Item_Tags_Vanilla_EN.esp Unless you have an item tags mod compatible with VIS-G then it could be overwriting the colorswapping framework added by AWKCR.
My mods do not touch the armor Forms as AWKCR already adds the entire color swapping framework used by my mods. So if you have something editing the Synth Uniform armor forms, like an item tagger, that isn't made to be compatible with AWKCR, it will break the functionality.
Yes, you are right :) FallUI and AWKCR are incompatible. But for some reason, synth uniform can be seen even when fallui is active if i use armorsmith extended.
I think it's best if i use vis-g as an item sorter mod with armor smith extended.
Also i found this, maybe it can help other players: https://www.nexusmods.com/fallout4/mods/40666?tab=description
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Other question: is it ballistic weave-able?
In other words, are the mod-cols included since this uses AWKCR?
(I realize that most would make ZERO sense inside the institute itself, but since I have mods that spawn synths of all types in other ways, and I would also love to add these as 'rare' outfits for settlers to show up in - I have the 'rare' category built into my LL's).
Many of the skins in this pack are crafted only, but the AWKCR ModCols are set up to that NPCs of different factions will spawn with the correct Faction specific skin if level lists are modified to allow them to spawn with the Synth Uniform.
Is there a way to change those ugly boots to match the uniforms?
Overall, I am happy with this, just those blasted ugly boots.
*Unofficial Fallout 4 Patch.esp
*ArmorKeywords.esm
*armoredCC.esl
*Idiot Savant Rank 3 Fix.esl
*TrueStormsFO4.esm
*M8r_Item_Tags_Vanilla_EN.esp
*CBBE.esp
*3dscopes-replacer-ccpack.esp
*3dscopes-replacer.esp
*The Eyes Of Beauty.esp
*KSHairdos.esp
*M8rDisablePipboyEffects.esp
*BetterCompanions.esp
*CompanionsGoHome.esp
*Vivid Fallout - All in One - 4k.esp
*RespecHolotape.esp
*Reverb and Ambiance Overhaul.esp
*Vivid Weathers - FO4.esp
*Vivid Weathers - FO4 - Quest.esp
*Vivid Waters.esp
*T65PA.esp
*Vivid Weathers - Natural Bright.esp
*dD-Enhanced Blood Basic.esp
*TrueStormsFO4-FarHarbor.esp
*Vivid Weathers - FO4 - Far Harbor.esp
*TrueStormsFO4-NukaWorld-FH-Compat.esp
*Vivid Weathers - Nuka World.esp
*VisibleCompanionAffinity.esp
*WeatherSynergy-FarHarbor.esp
*WeatherSynergy-NukaWorld-FH-Compact.esp
*WeatherSynergy-TruePriority-N.esp
*AzarPonytailHairstyles.esp
*LightsDontCastShadows.esp
*CBBEHeadRearFix.esp
*Leg Armor for Branded T-Shirts & Jeans.esp
*RichMerchantsLessCaps.esp
*VATST_CombatAdd_CrippleAndReverseOff.esp
*VATST_Combat_Vanilla_25.esp
*VATST_KCCAdd_KillCamOff.esp
*GunmetalArmorSkins-SynthUniform.esp
*StartMeUp.esp
*EnhancedLightsandFX.esp
*Pip-Boy Flashlight.esp
*SatelliteWorldMap.esp
Unless you have an item tags mod compatible with VIS-G then it could be overwriting the colorswapping framework added by AWKCR.
My mods do not touch the armor Forms as AWKCR already adds the entire color swapping framework used by my mods. So if you have something editing the Synth Uniform armor forms, like an item tagger, that isn't made to be compatible with AWKCR, it will break the functionality.
But for some reason, synth uniform can be seen even when fallui is active if i use armorsmith extended.
I think it's best if i use vis-g as an item sorter mod with armor smith extended.
Also i found this, maybe it can help other players:
https://www.nexusmods.com/fallout4/mods/40666?tab=description
Well done :)