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.
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!
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!
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
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)
16 comments
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
https://www.nexusmods.com/fallout4/mods/44235
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!
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.
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!