I don't know if you still check here but man..this is a great mod :p
Other CC paint distribution are nice but they have to touch the leveled list and/or create new items and NPCs. Your method is great in a way that it is way less invasive and avoid inventory having equipments of different paint unstackable. If I want to do paints later, I can just do them myself.
Potentially a dumb question but don't want to install this without knowing. Is this mod compatible with mods that alter other factions leveled lists such as militarized minutemen and the b-35c combat armor for the brotherhood or does your mod just swap out the skins of whatever the creation club skins are compatible with originally? Example not every bos member gets their armor replaced when you have the b-35c armor installed only some of them while most of them still wear combat armor. So basically the bos members that still have combat armor will their armor get the creation club skins or will your mod override the b-35c mod and force the bos members in their vanilla game armor with the creation club effects? The way you worded your description makes it sound like you applied I guess I'd call it a faction tag to the faction armors to swap the vanilla skins with the cc skins for whoever is wearing a compatible armor piece. Militarized minutemen changes every piece of the factions armor/clothing so would this just apply the cc skins to the weapons they use?
The most litteral way I can describe it is : this mod changes the faces of NPCs. It may not make sense at first but that's really what it does. Fallout NPCs are composed from a number of templates, which are NPCs themselves, one for stats, one for inventory, one for the appearance, face and voice, etc... The NPC template that carries the face and voice and general appearance also carries texture swap information. Normally texture swaps on NPCs are used to create things such as the variants of ghouls, the glowing/albino creatures, etc, but it turns out it also affects the weapons and armors equipped on humanoids. Note that the armors and guns themselves are not altered at all. When the NPC dies and drops their equipment, it will be unpainted.
Anyway, the answer is : if your mod doesn't touch the vanilla faces of NPCs, this mod won't break anything in another mod nor be broken by it. If the pre-defined textures (combat armor & laser guns) are found anywhere on your BOS soldier NPC, they will be swapped for the Creation Club variants, and if not (due to modded inventory), then nothing will happen.
I love the mod. Very nice to see an integration mod like this. However, I have two questions. First, is there any chance for an Organized Militia patch? I think this would complement it rather nicely. Secondly, would it be possible to use Spell Perk Item Distributor? I'm not entirely sure how armor paint jobs work, but it does work it would reduce compatibility issues with other mods.
Don't see any reason it wouldn't work with Organized Militia itself, based on what I'm seeing. If it doesn't work for you then a face-changing mod is more likely to be the culprit.
SPID looks interesting but it doesn't look like it can attach mods to items or texture swaps to NPCs, which is what the creation club and this mod are doing, respectively.
Doesn't touch any weapons or armors. It changes NPCs, specifically the ones that are used for appearance. So it would conflict with face-changing or voice-changing mods.
I love the way you have implemented this, much less invasive than other attempts.
I was wondering if you could add the railroad and atom cats paints into the respective NPCs? I appreciate if you cannot or do not want/have the time to.
I was looking into doing it myself, but it went a little bit over my head
This is great! Any chance for a future upload on beth.net for consoles (specifically xbox)? If not that's fine, I know some modders don't want to put their stuff up there and I'm not asking to beg/argue/annoy or anything. Thanks for your work on this! <3
Hello ! I never bothered because I did not know how to do it, and because I have no way to test it. Seems simple enough though, so I put it there : https://bethesda.net/en/mods/fallout4/mod-detail/4189278 Hope it works.
great mod! endorsed ^^ if anyone dont want to install this mod cause see warnings checking errors with fo4edit, just go to NPC->MQ302Minuteman02->ACBS Configuration and add female (flags (sorted)).. Its not error from this mod, its from vanilla game (fallout4.esm)
Awesome, thank you, this really makes the CC armour paints have a purpose (don't see why they weren't implemented this way...especially the Gunner paint scheme).
That's strange, I just double-checked and I think it should not be possible. You wouldn't happen to be running a mod that puts minutemen faces on gunners ? Can you tell me anything more about these NPCs displaying the wrong colors (location, gender and weapon type) ?
I t have only happen once with 2 male Brigadiers at the auto works both had full heavy combat armour, one had a standard plasma rifle and the other had an assault rifle. It haven't happen after just this time it seem to been a temporary glitch, played many hours since that and killed maybe 100 gunner brigadiers and not seen it again, i see it just as some glitch in an awesome mod which may be not the mods fault but some conflict with some other mods, so nothing to worry about,
I got one more minuteman gunner, this time it was a commander at the south Boston checkpoint, he was armed with a mod gun the IF54 rifle, still it seem to be very rare and really not anything that bother me, just thinking it is fun when it happen, only mod i have that do s#*! to the gunners is this one and the creation club gunners vs minutemen.
It seem to be same male face on every gunner who have minuteman paint and it seems that face is more common on commanders but have been seen on brigadiers also. The face is lacking the gunner tattoo and seem to be tied to new faces which come with the creation club gunners vs minutemen. Still not big problem just wanted to keep you updated with my observations.
Sorry for probably a stupid question but when you say only the NPC themselves is reskinned, does that mean if you have a mod that adds more appearances to the NPC pools they'll be skipped over for the equipment they wear?
If you mean something like facials for everyone https://www.nexusmods.com/fallout4/mods/37180 then yes, it needs to be modified. The colors are tied to the NPC's appearance (face & voice). It's something I've already done for myself but I don't have permission to upload it (I didn't ask, though).
Thanks for this. Will you be doing facegens for this? EDIT: Seems like no facegens is necessary, same as vanilla. But it does change some AI data and weights and stuff, is that intentional or just what you felt looked better?
RE: AI Data changes. Not intentional, I'm not even sure what this does, if anything. That's just the creation kit auto-updating some stuff when modifying a form. Most of the modified NPCs are only used as appearance templates anyway, so that's not where the AI data would be pulled from.
Thanks! I was more directly thinking about We Are The Minutemen which adds a few more appearances to the Minutemen to break up the same-y appearance of them (since part of the mod is recruiting a hell of a lot more of them) but that's very helpful - thank you! This would be worth it just for the unique appearnce to the Gunners alone as far as I'm concerned. :)
29 comments
Other CC paint distribution are nice but they have to touch the leveled list and/or create new items and NPCs.
Your method is great in a way that it is way less invasive and avoid inventory having equipments of different paint unstackable. If I want to do paints later, I can just do them myself.
Anyway, the answer is : if your mod doesn't touch the vanilla faces of NPCs, this mod won't break anything in another mod nor be broken by it. If the pre-defined textures (combat armor & laser guns) are found anywhere on your BOS soldier NPC, they will be swapped for the Creation Club variants, and if not (due to modded inventory), then nothing will happen.
SPID looks interesting but it doesn't look like it can attach mods to items or texture swaps to NPCs, which is what the creation club and this mod are doing, respectively.
It changes NPCs, specifically the ones that are used for appearance. So it would conflict with face-changing or voice-changing mods.
I was wondering if you could add the railroad and atom cats paints into the respective NPCs? I appreciate if you cannot or do not want/have the time to.
I was looking into doing it myself, but it went a little bit over my head
I never bothered because I did not know how to do it, and because I have no way to test it. Seems simple enough though, so I put it there : https://bethesda.net/en/mods/fallout4/mod-detail/4189278
Hope it works.
I've tested it on xbox and it seems to be working fine. I'll keep my eye out. Your solution to adding faction colors is great.
if anyone dont want to install this mod cause see warnings checking errors with fo4edit, just go to NPC->MQ302Minuteman02->ACBS Configuration and add female (flags (sorted)).. Its not error from this mod, its from vanilla game (fallout4.esm)
You wouldn't happen to be running a mod that puts minutemen faces on gunners ?
Can you tell me anything more about these NPCs displaying the wrong colors (location, gender and weapon type) ?
EDIT: Seems like no facegens is necessary, same as vanilla. But it does change some AI data and weights and stuff, is that intentional or just what you felt looked better?