If you are updating from v1.4: New Playthrough Required. No Exceptions.
Report bugs in the appropriate section and use spoiler tags when listing your mod order. A mod conflict is not a bug.
Testing - Follow these instruction to see if my patch is working correctly. 1. From main game menu right after you launch the game, type "tgm" in console without the quotes. This enables god mode. 2. In console type "player.setlevel 30" without the quotes. This makes sure all classes will spawn. Any number beyond 30 is fine too. 3. In console type "coc gnn01" or "coc quincyruinsext" without the quotes. You can choose any other location that you know contains Gunner NPCs, find the location ID using the fallout wiki. 4. Run around and take a look at the Gunner NPCs. If they have don't have the outfits or custom names, you have mod that overwrites my changes. 5.1 Then in console type "player.placeatme 000FD39A 15" without the quotes. This is to mass spawn in Gunner NPCs. Do this 3 to 5 times. Check for anything that is out of place. 5.2 Use the console command "player.placeatme 00184765 15" without the quotes to test the legendary versions of my Gunners. 6. Bring up your Pip Boy, then exit the game. This disables the exit save.
Use the latest version of the required mod and my patch before commenting about a problem.
Update for Gunner Outfit Pack 4.0 will be worked on. No time frame at the moment as I am extremely busy. Thank you in advance for being patient for the update to come out.
Use only version 3.0 for the time being if you don't want to experience bugs.
1/14/22 Update: Still extremely busy. Will still update the mod. I am shooting for end of January. Again thank you for being patient!
I'm sorry if this is a stupid question, but am I supposed to pair this with Gunner Outfit Extreme Overhaul or only use one or the other? The former recommends this mod but doesn't clarify if I should use them together or separately.
Does this mod work with EvTitals Gunner armor mod? I have been told that mod should not be used with many gunner armor mods that are added to level listing
I've been using wyre bash to try fix my fallout 4 game and this mod is showing up with 91 deleted base records in it, should I be concerned about this causing CTD's.
I can't repair the gunner power armor. I saw that it can't be modified, but it can be repaired, but it's not showing up at the power armor station. Or is it repaired in some other way?
for each armor piece. These keywords allows the armor to be upgraded at the PA station. For some reason the PA armor pieces in this mod are not linked to the vanilla pieces so the mod doesnt alter the vanilla pieces in anyway.
You can either add these keywords to each part in xedit in Armor>Gunner (inset armor piece name) and add it do KWDA-Keywords section (right click>add) or just use console commands and replace the modded armor piece with the vanilla, it will then give you access you all its functions (upgrading/painting/mod compatibility).
From my limited testing it seems that even with the material keyword added, you can add new paints but it wont change the texture.
As for not being able to repair, I couldnt replicate it. Might be worth adding the missing keywords (there are 3 other keywords the vanilla parts have that the mods dont, they all start with ma_).
245 comments
If you are updating from v1.4: New Playthrough Required. No Exceptions.
Report bugs in the appropriate section and use spoiler tags when listing your mod order. A mod conflict is not a bug.
Testing - Follow these instruction to see if my patch is working correctly.
1. From main game menu right after you launch the game, type "tgm" in console without the quotes. This enables god mode.
2. In console type "player.setlevel 30" without the quotes. This makes sure all classes will spawn. Any number beyond 30 is fine too.
3. In console type "coc gnn01" or "coc quincyruinsext" without the quotes. You can choose any other location that you know contains Gunner NPCs, find the location ID using the fallout wiki.
4. Run around and take a look at the Gunner NPCs. If they have don't have the outfits or custom names, you have mod that overwrites my changes.
5.1 Then in console type "player.placeatme 000FD39A 15" without the quotes. This is to mass spawn in Gunner NPCs. Do this 3 to 5 times. Check for anything that is out of place.
5.2 Use the console command "player.placeatme 00184765 15" without the quotes to test the legendary versions of my Gunners.
6. Bring up your Pip Boy, then exit the game. This disables the exit save.
Use the latest version of the required mod and my patch before commenting about a problem.
Use only version 3.0 for the time being if you don't want to experience bugs.
1/14/22 Update: Still extremely busy. Will still update the mod. I am shooting for end of January. Again thank you for being patient!
Bro is definitely 'NOT' helpful.
ma_PA_Lining [KYWD:0018DFC4]
ma_PA_Misc [KYWD:0018DFC7]
ma_PA_Material [KYWD:0018DFCB]
for each armor piece. These keywords allows the armor to be upgraded at the PA station. For some reason the PA armor pieces in this mod are not linked to the vanilla pieces so the mod doesnt alter the vanilla pieces in anyway.
You can either add these keywords to each part in xedit in Armor>Gunner (inset armor piece name) and add it do KWDA-Keywords section (right click>add) or just use console commands and replace the modded armor piece with the vanilla, it will then give you access you all its functions (upgrading/painting/mod compatibility).
From my limited testing it seems that even with the material keyword added, you can add new paints but it wont change the texture.
As for not being able to repair, I couldnt replicate it. Might be worth adding the missing keywords (there are 3 other keywords the vanilla parts have that the mods dont, they all start with ma_).