Hello Everyone, these armors were originally part of my other mod "Sim Settlements Faction Pack - The Saviors," well that mod is hidden due to having adult content in it so I decided for my latest update of that mod to split the armors off into their own mod so they could get more attention. Considering how much time went into making these armors I think they deserve their own un-hidden mod if I do say so my self.
If you just want cool armors only get this mod, but if you want the full experience with a quest and sim settlements conqueror get my other mod.
Hope everyone enjoys and don't hesitate to offer a suggestion.
Sorry everyone, I just noticed that Dwight's armor wasn't weaveable so I am uploading a new version with the fix. No need to start a new game.
Also I forgot to mention this as well but all of my armors can be modified to add legendary bonuses if you have a mod that allow you to add legendary bonuses to your armors and weapons such as the VIS-G Legendary Modifications mod by Gambit77, which is what I use. If you thought the armors were overpowered before try adding some legendary bonuses.
Any chance of placing these items in the world for anyone who wants to find them while exploring? The Lucille mod adds a duffel bag at Concord Church, maybe doing sth similar so it'll basically replace that mod?
Done. Already did something similar with my other mod, Sim Settlements Faction Pack - Negan and The Saviors, so I just brought some of that mod over to this one, but if you want the full experience try that one out, there's spaghetti.
Simply go to Camp Kendall in Cambridge and claim your prize, if you survive that is.
Just checked it, looks interesting, some feedback & questions:
a) Do the new enemies respawn? Would like to be a 1-time encounter and then for normal raiders to respawn. They can be crafted anyway & the chest is more than enough imo. And would be weird to kill Negan over & over again.... b) Would be nice if the Lucille was Unique-Legendary (you know, like when you pick a legendary, the whole zoom in & sound thing )
I am not a big fan of replacing vanilla npcs with others, but somehow i don't mind this one...
Btw some people report that the armors & enemies are invisible, posted the fix on the bug report, but maybe you should fix the download file so the .esp & the various folders (materials-meshes, texures) are in the same folder, without one separating them. At least that's the case for the "Plus" version, don't know about the "crafted only" one.
Yes, the enemies respawn just like the raiders that I replaced in the area did originally, after all Camp Kendall isn't a clearable location so it makes some sense to let them respawn after some time. I didn't want to risk breaking anything so I just left the npc's alone for the most part.
If you want you could load my mods esp up in fo4 edit and make it so the npc's dont respawn, just go to the Non-Player Character (Actor) section of my mod and then select an npc, then right click the respawn value and select edit and then change the value from 1 to 0, then do this for the rest of the npc's of which there are 6 in total.
I've flagged Lucille as a legendary weapon, but it doesn't really act like a legendary weapon as you've noticed, I do not really know what I did wrong, but at least the power is still attached to the weapon regardless so there is that.
I noticed your addition to the bug report so thank you for offering a fix for invisible armor pieces. That sort of thing has never been a problem on my end, but then again I am not using MO2 like you as I'm using the older Nexus Mod Manager so I guess the rules are kind of different, I'll rearrange things to make this bug less likely.
So all I need to do is place the esp in the data folder with all the other folders? Or would it be a better idea to just get rid of the data folder and then have just the esp, materials, meshes, and textures side by side?
Was thinking about adding the replaced raiders first & then setting the value to 0 for the saviors, otherwise the place will be empty at the reset. It will be a bit overcrowded at the start, but it will look like the saviors are trying to ally with the raiders instead of taking their place. Will tinker with it to see how it goes
as for the .esp, get rid of the Data folder & have them all of them side by side.
Ok, so I did away with the data folder so the invisible armor bug for MO2 users you mentioned should be fixed and I uploaded an optional version of the mod that makes it so that the Saviors at Camp Kendall wont respawn after being killed.
Love the mod, I've had tons of fun with it. I only have one issue with it though: the lack of Pip-Pad compatibility. Or really, any Pip-alternative mod. You just wind up with a missing fore-arm in first-person view, which is a bit jarring at times. I know there are a bunch of sleeve-fixes out there to deal with this exact issue for other clothing and armor mods. I'd bet there's already one out there for the Greaser Jacket that could be adapted for this mod's outfits. I don't know jack about coding, or I'd have tried to do it myself already, so I was wondering if there's any chance of getting a patch like that done?
So happy to see that these are stand alone, i was so sad at first realising your other mod only works with sim settlements. My question: Is there a possibility of having The Savior flags as stand alone mod also? I'd love them in my settlements as i'm playing Nuka World for the first time and making it so that i'm The Saviors and my follower be Negan. <3
Currently have Sim Settlements 2 so sadly Conqour doesn't work with Sim Settlements 2 as it only works for Sim Settlements which sucks! Currently waiting to see if they'll be doing Conqour 2 which will work with Sim Settlements 2 (vvv new to these mods). Honestly have been looking everywhere for The Saviors Flags and only you have them but they're not stand alone at the moment. No worries if not a possibility but that is most definate dream mod at the moment for me as i'm having my companion be Negan (looks a lil bit like him, if you squint) lmao. <3
Like these! Great job. Thanks for making a standalone. You say they are not cbbe compatible, but they don't seem to make the textures all wonky on what little skin that does show (on Dwight's armor). So, they look good to me with cbbe. Love the bat too. It can be upgraded to be very powerful. Just wish the look didn't change when upgrading it. Barbed wire go byebye lol.. But all is great! I don't use SS, so I would have never seen these without this new mod. I now have the presets from your faction pack too. Nice they are separate there. And it's not hidden? Thank you!
Well, I don't have or use cbbe so I figured that the armors it wouldn't work properly with cbbe, but if you say it works fine than that's good to know. As for my other mod, it is hidden if you aren't logged in or if you are logged in but haven't allowed for the viewing of mods labeled adult in your preferences.
I suspect that your Negan is based more off the comic than the TV show, but he actually looks more like Michael Ironside when he was in Total Recall. lol. Great work none the less. ;)
I made presets for the comic Negan and the TV show Negan on my other mod if you'd like to check it out, ill probably spin those presets off into their own mod as well another day.
With that being said I do prefer the comics preset, although I was never 100% happy with it because the hair was always too short as you noticed.
19 comments
If you just want cool armors only get this mod, but if you want the full experience with a quest and sim settlements conqueror get my other mod.
Hope everyone enjoys and don't hesitate to offer a suggestion.
Also I forgot to mention this as well but all of my armors can be modified to add legendary bonuses if you have a mod that allow you to add legendary bonuses to your armors and weapons such as the VIS-G Legendary Modifications mod by Gambit77, which is what I use. If you thought the armors were overpowered before try adding some legendary bonuses.
VIS-G Legendary Modifications
https://www.nexusmods.com/fallout4/mods/33449
Great job
Simply go to Camp Kendall in Cambridge and claim your prize, if you survive that is.
Never said it was going to be easy!
a) Do the new enemies respawn? Would like to be a 1-time encounter and then for normal raiders to respawn. They can be crafted anyway & the chest is more than enough imo. And would be weird to kill Negan over & over again....
b) Would be nice if the Lucille was Unique-Legendary (you know, like when you pick a legendary, the whole zoom in & sound thing
I am not a big fan of replacing vanilla npcs with others, but somehow i don't mind this one...
Btw some people report that the armors & enemies are invisible, posted the fix on the bug report, but maybe you should fix the download file so the .esp & the various folders (materials-meshes, texures) are in the same folder, without one separating them. At least that's the case for the "Plus" version, don't know about the "crafted only" one.
Great job, endorsed!
Yes, the enemies respawn just like the raiders that I replaced in the area did originally, after all Camp Kendall isn't a clearable location so it makes some sense to let them respawn after some time. I didn't want to risk breaking anything so I just left the npc's alone for the most part.
If you want you could load my mods esp up in fo4 edit and make it so the npc's dont respawn, just go to the Non-Player Character (Actor) section of my mod and then select an npc, then right click the respawn value and select edit and then change the value from 1 to 0, then do this for the rest of the npc's of which there are 6 in total.
I've flagged Lucille as a legendary weapon, but it doesn't really act like a legendary weapon as you've noticed, I do not really know what I did wrong, but at least the power is still attached to the weapon regardless so there is that.
I noticed your addition to the bug report so thank you for offering a fix for invisible armor pieces. That sort of thing has never been a problem on my end, but then again I am not using MO2 like you as I'm using the older Nexus Mod Manager so I guess the rules are kind of different, I'll rearrange things to make this bug less likely.
So all I need to do is place the esp in the data folder with all the other folders? Or would it be a better idea to just get rid of the data folder and then have just the esp, materials, meshes, and textures side by side?
as for the .esp, get rid of the Data folder & have them all of them side by side.
Enjoy.
I do not use Pip Pad so I didn't test it, but it should work.
Anyways, thanks for giving my mod a try and hopefully the patch works for you.
My question: Is there a possibility of having The Savior flags as stand alone mod also? I'd love them in my settlements as i'm playing Nuka World for the first time and making it so that i'm The Saviors and my follower be Negan. <3
Currently have Sim Settlements 2 so sadly Conqour doesn't work with Sim Settlements 2 as it only works for Sim Settlements which sucks! Currently waiting to see if they'll be doing Conqour 2 which will work with Sim Settlements 2 (vvv new to these mods). Honestly have been looking everywhere for The Saviors Flags and only you have them but they're not stand alone at the moment. No worries if not a possibility but that is most definate dream mod at the moment for me as i'm having my companion be Negan (looks a lil bit like him, if you squint) lmao. <3
Have a good day!~
Thank you!
Anyways thanks for the download, hope you enjoy.
Thanks for making this mod!
With that being said I do prefer the comics preset, although I was never 100% happy with it because the hair was always too short as you noticed.