Upgrades a 1k-texture in the core version to 2k-1k (diffuse 2k, normal maps 1k)
Adds a 4k-2k version (diffuse 4k, normal maps 2k) as an optional download in the files section. Requires the core mod. ESL-flagged ESP with ba2-archive or loose files version without ba2-archive.
I've been trying to tinker with this mod for a little while as I've been doing a child of atom playthrough wanting to use power armor (even if its kind of lore breaking) and use AWKCR. I've had issues when trying to use this mod with AWKCR though. A lot of the previously mentioned issues in the comments and bug section of this page i've seen in my game. Repairing armor I've found has been able to be sorted out with this mod: https://www.nexusmods.com/fallout4/mods/40666, the patch for power armor from what I've seen adds the raider power armor keyword to each part which I think fixes the repair issue. The power armor glitch patch from the AWKCR fomod didn't seem to do much but rather made the eyes or lamp on the helms themselves not light up when using the flashlight. This also seemed to effect other modded power amor like Unoctium's X-02 Power armor so I wouldn't recommend using it. Not using the patch showed that the eye sockets and flashlights on the helms lit up fine. The power armor frame locking I haven't found a fix other then using another power armor frame. I also had the isssue of being unable to place a power armor piece on a new frame while holding two or more of the same ranked piece. Only way to mitigate that was to just only have one of type of ranked power armor piece. If your in the same boat as me, hopefully this saved you a few hours of head scratching.
Thanks for reporting your findings! At the time I published the mod I looked at AWKCR but couldn’t figure out what changes were made that caused issues with (some) modded PA. I also couldn’t replicate all the issues, and am guessing that comes down to load order. If you come across any more info on what causes these issues I’d love to be able to apply any changes that could be done to our mod and make it more compatible with AWKCR. It seems that för most players the patch on the AWKCR page helps, though. Happy playing!
My PA just despawned after a while after I stashed them all into a nearby cabinet, At least I have the T-45 paint job as a comfort, thanks for the awesome mod anyways!
I've found an issue having to do with formids. It seems to be a relatively recent thing, whether it's from an update in the CK or something else, I can't say. The problem is in the structure of the formid creation for an esl. While this actually doesn't affect the mod itself, it does affect any patches that are merged. Formids for esl from my knowledge are supposed to fall within a certain parameter. Typically, they start from XXXXX800 and count upward from there.
The formids in your mod start at or around XXXXXX25 and go up from there. The problem arises when merging patches. Somehow, the prefix path designates in the formids get dropped and as an example, FE005025, (your mod is the 5th esl, FE005XXX) turns into 00000025 overwriting base FO4 records it's not supposed too. This obviously isn't the intended result and while it doesn't affect your mod directly, it is the result of esl formids outside of the accepted range.
The issue is most people have no idea this is even a problem, and This mod isn't the first time I've come across this issue. I've personally come across this issue multiple times and it always has to do with esl formids being in the 000000XX range. While it is an issue, the fault lies within the program that created the esl in the first place and isn't something you yourself did wrong. Xedit will actually repeat this mistake and I will bring it up on the Xedit discord.
The only fixes are: Don't merge the patches from this mod, (but a lot of people merge patches and wouldn't know,) or renumber the formids in the main mod starting at 00000800. This puts them into the accepted range for an esl and the problem simply goes away.
Interestingly, I've only noticed this with Power Armors in FO4 so far, but I'm sure it's not limited to them, and the problem is also present in Skyrim SE. Thanks for the mod and your time.
Edit: It's a Zmerge problem and this comment while factually correct, is flawed since the problem is zmerge is out of date and doesn't deal with new esls properly. The actual fix is: To change the HEDR verison from 0.95000 to 1.0 in the merged esp. Immediately close and save xEdit. Reload xEdit and the internal ids in the merge will be changed to the proper ids. The HEDR - Header is part of the esp record when you click on the actual esp in xedit, just under Record Header at the top of the page. It needs to change from 0.950000 to 1.000000.
Thank you for your detailed comment! It really helps to pinpoint and adress the issue.
Does this mean that as long as the user applies the fix you describe in zmerge, the formIDs of the merged patches is correct even with the odd numbering of this mod?
I’d like to adress this in the core mod itself, but if I change the formIDs it will render all current saves incompatible. I could add an optional renumbered file with the formIDs starting at 800, to use on new characters or for cases as you describe. Would this be helpful?
You have nothing you need to address. everything is working as it should with the new esl format. I spent some time on the Xedit discord discussing the issue and the real problem is that Mator hasn't updated zMerge for the new esl format. Simply changing the HEDR from 0.95 to 1.0 does actually fix the problem and somehow the internal format of the merged file corrects itself. Merging patches has become less useful with the event of esl, and I now only do so to simply clean up my load order as I am running around 500 esps with another 2-300 merged patches. Renumbering a new patch would probably help a few people, on the other hand, stickying the solution would probably be more helpful in the long run. Thanks and Kudoes for your mod and your quick reply.
I have a problem regarding the third armor set - Rising Redeemer. While the other 2 armors spawned this one didnt and i cant seem to find it in that location regardless of how much time has passed. Will the armor eventually spawn or will i need to use a command to get it?
Have you checked in the middle shack? There should be a quest marker to the paint magazine, and the power armor parts are all on the shelves to the left.
I did check all of the warehouses and while i did find the magazine, there was no armor there. I do not know if its relevant, but i started the quest like 50 hours into a save file.
If the armor doesn’t show up for you I suspect there must be a mod conflict of some kind. You can check this by testing a new save with only this mod and then verify that you can get the armor, and add your other mods half of the list at the time for a binary search.
I really like the designs of the armor, each set looks awesome, very detailed, my only wish was that the robes and ally effect were either inbuilt to the armor or took their own modification slot, the robes effect especially I think should take its own special mod slot (like the tesla upgrade for XO2) since it would be a bit OP to have it as an inbuilt effect (I like the current requirement of needing to get the robes first), maybe the ally effect could be a custom legendary attribute? Like the Quantum X-O1 armor effect but to make CoA peaceful
Hi! I’m not sure I follow exactly, but if we decide to update this mod I’ll take a look at what we could do to balance and improve and keep your suggestions in mind. Happy you like the armors!
Ok so ik im hella late but i have reinstalled it 3 times now and cant figure out why i cant get the quest. i go to the atom crater and drink and get lots of rads but nothing ever happens, plz help :(
So you have to take more than 400 rads to start the quest, at least over half your health bar and probably more. If this doesn't start the quest, you might have to double check that the mod hasn't been disabled by your mod manager. If the quest still doesn't start (due to a mod conflict or something like it), you may have to resort to console commands:
Spoiler:
Show
To start the quest, type “startquest TNPA_HolyArmor” without quotes.
Hi! This mod adds special CoA npcs that wear the new power armors. They are script injected to the regular CoA leveled lists and set to spawn from level 50 (so late game). As long as FCOM doesn’t change the vanilla CoA npc lists there should be no conflict.
The new CoA npcs will have a chance to spawn as random encounters and eg at Crater House near Kingsport Lighthouse, when your character’s level is high enough.
Hi! No, it’s not in Myrna’s house It should point to an area west of Greater Mass Blood Clinic. The quest only starts when you have taken enough rads, accepted the message to start the quest “Atom’s Holy Armor” and have the quest selected. This video from another player showcases the start of the quest and the location https://youtu.be/nzkOIVLNqVc?si=Lb_v-SU9yT5bZmR4
Love the mod! Tested it out and this is some of the coolest work I have seen.
The following is not a suggestion to you, author, since you have already made such a fantastic product. This is merely a fun combo I found while messing around with other mods. This is also probably ill advised and I am still messing with it.
If one downloads the mod Children of Atom X01 Power armor and Mods and changes the armors of this mod to have the keyword X01 in FO4 editor, it causes issues with redundant upgrades and paints (but they don't seem to affect the game at all) with the upshot of being able to use that mod's helm and torso combo that give you rads down to 10% health and activate the Robes of Devoted effect. I could not get the mods to play nice with a patch, so this was a dumb man's workaround.
Again, this meddling is obviously not intended by either author, but it is fun to monkey with.
To you, Tinuvia, I say thank you for all your hard work.
Thank you so much for your comment, it makes us really happy to read that you enjoy the mod!
Our mod actually has its own Misc mods for the Robes of Devoted effect, it unlocks after you've received the robes and can be applied to any of the torsos. It also has a Misc mod for the arm, which turns you into an ally of the CoA while wearing the power armor (as long as you enter and exit out of sight from them). But as you say, the Children of Atom X01 Power armor and mods is great too, since it increases the stats that are really low in our version. And the Misc mod "Leaky Radiation Core" that littleerve added is also awesome!
Monkeying with mods is the best! And from one mod author to another, it's the tinkering that leads to glorious stuff
Oh, I was very much aware of your Robes of Devoted effect. I just wanted the leaky core because I am lazy and wanted something to manage rads for me lol. Their leaky core is chest only so you have to use their head mod to get both.
One small aside: I like this armor is more like Raider Power Armor stats, as it is fitting for its look.
315 comments
At the time I published the mod I looked at AWKCR but couldn’t figure out what changes were made that caused issues with (some) modded PA. I also couldn’t replicate all the issues, and am guessing that comes down to load order.
If you come across any more info on what causes these issues I’d love to be able to apply any changes that could be done to our mod and make it more compatible with AWKCR. It seems that för most players the patch on the AWKCR page helps, though.
Happy playing!
I've found an issue having to do with formids. It seems to be a relatively recent thing, whether it's from an update in the CK or something else, I can't say. The problem is in the structure of the formid creation for an esl. While this actually doesn't affect the mod itself, it does affect any patches that are merged. Formids for esl from my knowledge are supposed to fall within a certain parameter. Typically, they start from XXXXX800 and count upward from there.
The formids in your mod start at or around XXXXXX25 and go up from there. The problem arises when merging patches. Somehow, the prefix path designates in the formids get dropped and as an example, FE005025, (your mod is the 5th esl, FE005XXX) turns into 00000025 overwriting base FO4 records it's not supposed too. This obviously isn't the intended result and while it doesn't affect your mod directly, it is the result of esl formids outside of the accepted range.
The issue is most people have no idea this is even a problem, and This mod isn't the first time I've come across this issue. I've personally come across this issue multiple times and it always has to do with esl formids being in the 000000XX range. While it is an issue, the fault lies within the program that created the esl in the first place and isn't something you yourself did wrong. Xedit will actually repeat this mistake and I will bring it up on the Xedit discord.
The only fixes are: Don't merge the patches from this mod, (but a lot of people merge patches and wouldn't know,) or renumber the formids in the main mod starting at 00000800. This puts them into the accepted range for an esl and the problem simply goes away.
Interestingly, I've only noticed this with Power Armors in FO4 so far, but I'm sure it's not limited to them, and the problem is also present in Skyrim SE.
Thanks for the mod and your time.
Edit: It's a Zmerge problem and this comment while factually correct, is flawed since the problem is zmerge is out of date and doesn't deal with new esls properly.
The actual fix is: To change the HEDR verison from 0.95000 to 1.0 in the merged esp. Immediately close and save xEdit. Reload xEdit and the internal ids in the merge will be changed to the proper ids. The HEDR - Header is part of the esp record when you click on the actual esp in xedit, just under Record Header at the top of the page. It needs to change from 0.950000 to 1.000000.
Does this mean that as long as the user applies the fix you describe in zmerge, the formIDs of the merged patches is correct even with the odd numbering of this mod?
I’d like to adress this in the core mod itself, but if I change the formIDs it will render all current saves incompatible. I could add an optional renumbered file with the formIDs starting at 800, to use on new characters or for cases as you describe. Would this be helpful?
Merging patches has become less useful with the event of esl, and I now only do so to simply clean up my load order as I am running around 500 esps with another 2-300 merged patches.
Renumbering a new patch would probably help a few people, on the other hand, stickying the solution would probably be more helpful in the long run.
Thanks and Kudoes for your mod and your quick reply.
If the armor doesn’t show up for you I suspect there must be a mod conflict of some kind. You can check this by testing a new save with only this mod and then verify that you can get the armor, and add your other mods half of the list at the time for a binary search.
Hope it works out!
The new CoA npcs will have a chance to spawn as random encounters and eg at Crater House near Kingsport Lighthouse, when your character’s level is high enough.
It should point to an area west of Greater Mass Blood Clinic. The quest only starts when you have taken enough rads, accepted the message to start the quest “Atom’s Holy Armor” and have the quest selected.
This video from another player showcases the start of the quest and the location
https://youtu.be/nzkOIVLNqVc?si=Lb_v-SU9yT5bZmR4
The following is not a suggestion to you, author, since you have already made such a fantastic product. This is merely a fun combo I found while messing around with other mods. This is also probably ill advised and I am still messing with it.
If one downloads the mod Children of Atom X01 Power armor and Mods and changes the armors of this mod to have the keyword X01 in FO4 editor, it causes issues with redundant upgrades and paints (but they don't seem to affect the game at all) with the upshot of being able to use that mod's helm and torso combo that give you rads down to 10% health and activate the Robes of Devoted effect. I could not get the mods to play nice with a patch, so this was a dumb man's workaround.
Again, this meddling is obviously not intended by either author, but it is fun to monkey with.
To you, Tinuvia, I say thank you for all your hard work.
Our mod actually has its own Misc mods for the Robes of Devoted effect, it unlocks after you've received the robes and can be applied to any of the torsos. It also has a Misc mod for the arm, which turns you into an ally of the CoA while wearing the power armor (as long as you enter and exit out of sight from them). But as you say, the Children of Atom X01 Power armor and mods is great too, since it increases the stats that are really low in our version. And the Misc mod "Leaky Radiation Core" that littleerve added is also awesome!
Monkeying with mods is the best! And from one mod author to another, it's the tinkering that leads to glorious stuff
One small aside: I like this armor is more like Raider Power Armor stats, as it is fitting for its look.