It depends on what version of this mod you're using. It's all listed in the description requirements tab. The only esp's that could be missing are Armorsmith Extended, Armor and Weapon Keywords Community Resource (AWKCR), or both. If you don't use any of those mods and don't want VIS or VIS-G tags, then use the Cut Content option when installing it.
EDIT: In order for this mod to work it requires that you have purchased the Modular Military Backpack from the Creation Club.
I personally like it that way. I think of it as a blank rubber pad to push the cap onto to hold it in place. But yes it's possible. I've added an optional file to make it disappear when there's no button.
For those thinking about using the mod, it might be helpful to say what the seven buttons are and to provide a closeup image of them in detail, since that seems to be the main addition this provides.
I've added a close-up picture of all available buttons. They include Vault-Tec, Sunset Sarsaparilla, Vault Boy, Slacum Joe's, Nuka Girl, Nuka Cola, and Vim!
My only guess would be that they're talking about the additional carry weight that can be added when using the Armorsmith Extended versions. Which adds up to +20000 lbs. of carry weight to the backpack.
Thank you for that reply! I went back into Fallout 4 after 7 years of absence. I'm new to the whole creation club thing. (was wondering why so many of my old mod contents went missing. They were great mods.)
No patches were added. All the patches shown are part of the original Creation Club mod. This just adds the cut content, which were bottle cap buttons and the ability to change the color of the backpack and sleeping bag independently.
I've really enjoyed using this mod so far, though I did do a bit of tweaking on my own to add ballistic weave back in as this mod overwrites some changes made by the LOST patch. There's one feature neither the LOST patch nor this mod adds to the backpacks that I'm trying to figure out whether it can be added or not: making the backpack invisible. You can see this with armor pieces (legs, arms, chest) in Armorsmith Extended with the Alternate Mesh Options category while crafting. This lets you change the appearance of an armor piece between the light, medium and heavy versions of the armor and make it completely invisible, which can be useful for getting an outfit to look just right without sacrificing stats. I've tried adding the keywords I've found on armor pieces to give the backpack that same functionality, but the "make armor invisible" option just changes the backpack's mesh to the one with the gas mask on it. I'm not entirely sure how the alternate mesh function works, so little surprise this didn't work how I'd hoped. Do you have any insights as to how this feature might be achieved?
Using the keywords from Armorsmith Extended alone won't work as they don't link to a path for the backpack having a blank nif. They link to armor addons for each armor type. You have to create an armor addon for the backpack to achieve this. You can download the concealed armor mod to get a blank nif and save the meshes folder to you data folder. If you use Mod Manager then save the meshes folder in the same mod folder as the esp you're modifying. Just use the path armor\concealedarmor\blank.nif for the male and female models in the armor addon you make. Use the pictures as a reference to what needs to be changed or added.
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In the esp you're modifying, add an Armor Addon for the backpack that paths to the blank nif for the male and female models. Make sure you're using the same biped first person location for the backpack, slot 54-unnamed. Then under the Armor - backpack, scroll down to Models and add a model with armor index 77 and armor addon linking to the armor addon you just created with the blank nif.
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Hopefully these instructions help you out. I haven't tested this out as I like the look of the backpacks, but that should do trick for you.
IT. WORKS. FLAWLESSLY. Thank you so much for your help. With this, it feels like I've made my first "legit" mod with assets and everything. You were right, though. Without a blank nif for index 77, the alternate mesh function doesn't work. Followed your directions to the letter and hooked the newly made armor addon into my patch for the backpack, and now I can hide it using ma_Index_One_Size in Keywords and ap_armor_index_value_01 in Attach Parent Slots. I think it might also be possible to use ma_Index_Multiple_Sizes to allow changing the appearance of the backpack to the other meshes, like making a backpack with extra bags look like the survival backpack (but on purpose). It would probably have to be tweaked to point to all the different backpack meshes and have the recipes be relabeled to make sense, but that's a project for another time. Again, thank you for taking the time to walk me through the process; the instructions were easy to follow and the tweak works exactly as expected.
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If updating to version 1.1 from version 1.0 - use the second main file.
EDIT: In order for this mod to work it requires that you have purchased the Modular Military Backpack from the Creation Club.
Hi em at which work bench can I customize the backpack? I don't see it under chemistry or armor D:
Nvm I found itWorth it for the extra options though.
???
In the esp you're modifying, add an Armor Addon for the backpack that paths to the blank nif for the male and female models. Make sure you're using the same biped first person location for the backpack, slot 54-unnamed. Then under the Armor - backpack, scroll down to Models and add a model with armor index 77 and armor addon linking to the armor addon you just created with the blank nif.
Hopefully these instructions help you out. I haven't tested this out as I like the look of the backpacks, but that should do trick for you.
Enjoy!