If the changes did not apply, please read the description page.
UPDATE 1.1 for the Optional Riot Version Changes: Included the effect "+1 Endurance and Perception" on the helmet, which I forgot in the first version.
FAQ: Can you make a version for AE, Horizon, AWKCR or VIS? AWKCR and VIS patches here. Horizon patch here. Armorsmith Extended patch here. It should work out of the box since I didn't change nothing else but the armor status in the esp file.
Will it work with this body conversion patch? It will work with any mod that doesn't change/replace the .esp file.
The armor doesn't show on Chem Workbench, what should I do? Some patching processes of some sorting mods might do that because they change some keywords. One of them is Ruddy88's Simple Sorter. The same happens to the Ranger Enhanced Helmet from JohnnyBlade if you patch, it vanishes from the workbench. So beware of your patchs. The only solution I found so far is not selecting these mods when applying such patches.
Can you reduce the status so I can use early in the game without feeling I'm cheating? This is not the point, to use in early game. If you want that, you can use the original one. The possibility of adding Lining to the original armor is not a big deal because it is a weak gear. Adding legendary slot makes no sense for this armor in low level either, since in lower levels the player should be focusing on clothing that allows him/her to use multiple armor parts on top of it (or under, whatever :P). Having more legendary effects and other bonuses will help more in low levels.
Can you make a patch for this appearance variation? So far, all appearance variations for this armor are already covered in optional files or are compatible out of the box. But if new variations are created, why not? Although if the variation brings an overhaul such as the Enhanced Helmet from JohnnyBlade, I won't do that because there are other mechanics beyond appearance and there is the author vision for the mod. In that case you should ask for the mod owner.
doubt it cause redux uses a different esp file. Although you can always double check to see. Install redux and then this mod. If installing manually override any files this mod may ask Start a new game or use an existing one idc its your save file Find nearest chemical workbench If its there great, if not then it doesn't work
Hi Its a couple years since there 's been any posts. But I use vortex. Is Toasty's mod first and yours second? in the before and after. I'll delete both mods and see if I can get order right. It looks cool the Stats and all, I had to really bump up the rads they were way to low with another version I played. I really don't use power armor , I own it but I hardly use it.
In case you are still trying to sort the order, this mod's plugin must have priority over the original mod, so it gets installed after the original. Since this mod does not have any assets in effect all you are doing is replacing this plugin (ESP) for the other.
Currently, many months have passed since I last played Fallout. But as far as I remember, if you want to add Muffle to the armor I would have to remove its standard effects. I could do it very fast, it takes less than a minute in xEdit. But currently I can't, since I moved and I don't have access to my gaming computer anymore. Probably won't have it for some months ahead. :(
It seems like your mod uses vault suit & combat armor base modifications. Which brings us the the problem of weight values being balanced around said suit\armor. For example shielded lining increases the weight from 30 to 66 (120% increase seems logical for the vault suit since you basically add armored plates to a cloth item but not so much for the full body armor). All for the mighty +15 to energy\radiation resistance. Ultralight modification on the other hands reduced the weight from 30 to 6 (80% reduction of the combat armor chest). Other values are not so extreme but make no sense all the same =) Other that that - great addition to the original mod.
Unfortunately I can't remove Ultralight or other options and;/or change their weight values without messing with scripts, when adding one keyword to an item, it brings a pack of options from base game. I understand what you mean, but as far as I remember, you can't make both together. Adding scripts to an armor it's unecessary in my opinion. Glad you enjoyed.
Being kind of a noob in modding, i have no idea, what do you mean by "messing with scripts". Can't you just make you own constructable objects\object modifications\misc items\keyword set and adjust the values from there? That's what i did, using vault suit linings as a template, in fo4edit & it seems to work fine so far =)
I could indeed remove ultralight, but I can't change its settings, so to not reduce options for players I decided to leave it there. This patch was my first creation so I didn't know much about it either, know much more now and definitely would take this path. But unfortunately I uninstalled FO4 and everything related to it from my computer months ago, and I won't be coming back to FO4 for a long time (I usually take long breaks, 2 years or so). Thanks for your suggestions, but I won't be able to do that anytime soon.
28 comments
UPDATE 1.1 for the Optional Riot Version
Changes: Included the effect "+1 Endurance and Perception" on the helmet, which I forgot in the first version.
FAQ:
Can you make a version for AE, Horizon, AWKCR or VIS?
AWKCR and VIS patches here.
Horizon patch here.
Armorsmith Extended patch here.
It should work out of the box since I didn't change nothing else but the armor status in the esp file.
Will it work with this body conversion patch?
It will work with any mod that doesn't change/replace the .esp file.
The armor doesn't show on Chem Workbench, what should I do?
Some patching processes of some sorting mods might do that because they change some keywords. One of them is Ruddy88's Simple Sorter. The same happens to the Ranger Enhanced Helmet from JohnnyBlade if you patch, it vanishes from the workbench.
So beware of your patchs. The only solution I found so far is not selecting these mods when applying such patches.
Can you reduce the status so I can use early in the game without feeling I'm cheating?
This is not the point, to use in early game.
If you want that, you can use the original one. The possibility of adding Lining to the original armor is not a big deal because it is a weak gear.
Adding legendary slot makes no sense for this armor in low level either, since in lower levels the player should be focusing on clothing that allows him/her to use multiple armor parts on top of it (or under, whatever :P). Having more legendary effects and other bonuses will help more in low levels.
Can you make a patch for this appearance variation?
So far, all appearance variations for this armor are already covered in optional files or are compatible out of the box. But if new variations are created, why not? Although if the variation brings an overhaul such as the Enhanced Helmet from JohnnyBlade, I won't do that because there are other mechanics beyond appearance and there is the author vision for the mod. In that case you should ask for the mod owner.
I hope you all enjoy it!
Install redux and then this mod. If installing manually override any files this mod may ask
Start a new game or use an existing one idc its your save file
Find nearest chemical workbench
If its there great, if not then it doesn't work
Its a couple years since there 's been any posts. But I use vortex. Is Toasty's mod first and yours second? in the before and after. I'll delete both mods
and see if I can get order right. It looks cool the Stats and all, I had to really bump up the rads they were way to low with another version I played.
I really don't use power armor , I own it but I hardly use it.
Glad you enjoyed.
But unfortunately I uninstalled FO4 and everything related to it from my computer months ago, and I won't be coming back to FO4 for a long time (I usually take long breaks, 2 years or so).
Thanks for your suggestions, but I won't be able to do that anytime soon.