Fallout 4
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Lonewanderer345

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lonewanderer345

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16 comments

  1. wiliscool24
    wiliscool24
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    Hey lonewanderer345,

    I just downloaded the 1.11 patch and  opened it up in Xedit. The form id's for the entries are in the 00000025 to 00000035, and 0000012E to 000001E2 ranges so they conflict with base game data. There are armor pieces overwriting things like navmesh data. Furthermore, the created objects in the constructible objects are all in the 00000025 to 00000035 range, so there are things like Xmarkers where there should be Omods.

    I don't know if it has anything to do with the constructible objects being injected records, or if I'm just doing something wrong in Xedit?

    I could use Xedit to automatically renumber everything, but then I'd have to manually change all the created objects, which would be a little time consuming.

    Thanks
  2. AtomicTEM
    AtomicTEM
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    I think you uploaded the wrong patch.
    1. lonewanderer345
      lonewanderer345
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      It was the right patch,...but checking thanks to your comment I noticed I had missed some construction recipes for the Unique versions of the armor, so that is corrected in the latest upload,...Many Thanks!
  3. Katreyn
    Katreyn
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    Thank you for the patch!
    1. lonewanderer345
      lonewanderer345
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      Thanks, I hope it works okay for you, I've only tested and used it with v1.0.0 of the mod, not the latest version.
  4. AtomicTEM
    AtomicTEM
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    Umm. first...

    https://www.nexusmods.com/fallout4/mods/44235
    1. lonewanderer345
      lonewanderer345
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      Just a suggestion, if you add the mods that you patch as 'Requirements', then the Master mod Description page will list your patch and anyone (like me) who looks to see if a patch has already been done will see straight away.
      I looked at CoA Requirements, read through every Comment, and contacted Tinuvia by PM for permission...and didn't know your patch existed.
      I'll download yours as I'm interested to see if we've interpreted SAR the same or if we've made different decisions.
      All The Best!
      EDIT: had a quick look, and, you list AWKCR as a requirement...and I don't use AWKCR, so looks like we have not doubled up after all!
    2. AtomicTEM
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      Thank for the TIP, ill do that right away. Also in the future, I think for patch's you don't need the permission of the creator unless it is explicitly stated.

      CoA Power armor has the same stats as T-45 in vanilla so I used the requirement from SAR for T-45

      Great patch BTW.
    3. lonewanderer345
      lonewanderer345
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      EDIT: had a quick look, and, you list AWKCR as a requirement...and I don't use AWKCR, so looks like we have not doubled up after all!

      I'll mention your mod on my Description page as an option for anyone using AWKCR.

      Interesting re the T-45, I went more with visuals, and gave the CoA stats more like Raider PA reflecting the homemade nature. Cool!
  5. DanielUchiha115
    DanielUchiha115
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    Just wanna say I appreciates you.
    1. lonewanderer345
      lonewanderer345
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      Appreciated!
  6. GlennCroft
    GlennCroft
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    Thank you so much for this patch!!
    1. lonewanderer345
      lonewanderer345
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  7. Venrexx
    Venrexx
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    Hey, thanks for sharing the cool mod. Just want to point out that you forgot to add "Some Assembly Required" to the mod requirements.
    1. lonewanderer345
      lonewanderer345
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      Ah, I'll clarify on Description, SAR isn't required...the only Master for the patch is Children of Atom PA, because all the patch does is amend the CoA pieces to the same stats as other PA sets...but the patch would work fine even if you didn't have SAR installed (but unlikely you would want to use it of course, LOL)
    2. Venrexx
      Venrexx
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      Ah ok, understood. I assumed it was just missing based on the title and description at the time.