Fallout 4

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4estGimp - BlasterMasterCaster

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4estGimp

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104 comments

  1. 4estGimp
    4estGimp
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    ***********************************************************

    As always, positive feedback or troubleshooting requests are welcome.
  2. 4estGimp
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    21.12.03 Update

    FWM
     - Fixed the AAClothesMinutemanOutfit for MinutemanOutfit.  Copied vanilla into FWM and removed a couple slots to fix a conflict issue with a couple CR-holsters/weapons.
     - Cut Armor ratings by 1/2 on a few OP outfits: WF Alice Long Coat, WF Rodeo Coat Closed , Captain Kells’ Coat
     - Fixed a potential Western Duster conflict by removing slot 50 - Neck.
     - Fixed Pastor outfit biped slots again.
     - Updated NPC naming capitalization
     - Updated Backpack EDID to not conflict with Wearable Backpacks mod
     - Updated Backpack INNRs
     - Added Ballistic Weave and Legendary slots to most clothing and armor.
     
    We Are the Far West Minutemen
     - Added Ballistic Weave and Legendary slots to most clothing and armor.

    New Equipment and Crafting Overhaul patch.
     - It captures lost Minutemen settings using only vanilla records.  It should work fine with Far West Minutemen or We Are the Minutemen.
     - No requirements.
     - Install after ECO and any of it's included patches.
  3. 4estGimp
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    Complex Sorter Plugin settings for the ECO/ACO Patcher
    These must be OFF:
     - Modify body slots to ECO/ACO style
     - Further reduce body slot usage
  4. BlackbirdRedwing
    BlackbirdRedwing
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    Is there anyway to get just the fixes, downloaded the mod and it's definitely working and installed as per the instructions, except for the ctd when using vats on the specialist pack which causes CTD without fail and was my main reason for downloading.

    Thank you, great mod btw, the cybernetics was getting to be a bit much for me, and I love cyberpunk
    1. 4estGimp
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      Are you still running the old FWM mod?  It uses loose files and those always win conflicts over ba2.

      My mod uses ba2 files and is fully stand-alone.  It should not be used with the old mod or the old broken backpack files will win the conflict over the fixes files in the ba2.
  5. cali1013
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    Hi 4estgimp! 

    Is there any chance this can be ported over for xbox? I have been a fan of the far west minutemen but the one over in xbox still has the awkcr requirement and the old bugs that have been fixed in your version. If you would allow the permissions of this mod to be portable the console community would really be thrilled to have the updated version as well. TIA
  6. Dashboarderian
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    Apparently they still have incorrectly capitalized names, you have to edit the 'Short Name' section of the NPCs to make the name display correctly.

    Not hard to fix on my own but just a heads up
    1. 4estGimp
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      Bah - Apologies I forgot to reply in Discord.  Thanks for the notice.
  7. TTTalienTTT
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    Please, for the love of god, tell me what i need to do to be able to craft these armors, please, I've been at it for 4 hours. 
  8. drevviken
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    For some reason the icons of this particular mod won't obey the coloring rules in FIS. Any idea why? If I set them all white they all go white except these. 
    1. 4estGimp
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      I don't know how these could behave any differently.  A few of these are coming from another icon set which was not made by m8r and they are just colored icons.
    2. drevviken
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      It's very weird indeed.

      Another question: I'd like to get rid of Crimsonrider's Accessories for various reasons. To still get your fixes it should work if I download the Far West Minutemen LITE - No AWKCR version from here and just replace your esp, right? 
    3. 4estGimp
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      Not at all.  The majority of the fixes are in the .esp.
    4. drevviken
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      I know... I meant that the archives from here, with your nif/crash fixes, would also work with that esp...? I would then compare the two esps to see what you have changed etc. Just something I thought I'd at least try before dismissing it. 
    5. 4estGimp
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      Well, the backpack fixes would still be in place then.
    6. drevviken
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      You're right. It's an insane endeavor after you've fixed the whole thing. I'll just let it be. I'm trying to create a more streamlined survival experience and CR's stuff didn't really fit the profile I'm after. 
  9. KateReaver
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    I figure it may too much of a ask considering time and lack of others interest from others, but if not yourself is a way when using We Are the Minutemen to make them use clothes from Far West? Like a FO4 edit perhaps?
    1. 4estGimp
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      You should have a mix of them already depending on the NPC type.
  10. dredQ1228
    dredQ1228
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    Unique NPC has a section for the 3 minutemen mods and I downloaded the We Are The Far West Minutemen from your Optional Files, should I check the esps from the FOMOD installer? I read and it said it uses Armor Keywords
    1. 4estGimp
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      I would expect conflicts if combining the mods but you might get lucky.
  11. KateReaver
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    Dumb question but have to ask anyway, can you craft these outfits? I haven't seen them but I wanted to make sure its just not a me thing with load order or you simply can't.
  12. pokara06
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    I only have one question, and maybe it's nonsense, since I've been testing it thoroughly and I don't have any bugs in this regard (brown face) or anything...

    but checking all the mods that I have installed with F04Edit, I have seen that in the file 'MinutemenMerged.esp' I have several messages of the type:
    NPC_ \ Face Tinting Layers \ Layer \ TETI - Index \ Index -> <Tint layer index 1168 not found in HumanRace "Human" [RACE:00013746]>
    and
    NPC_ \ Face Morphs \ Face Morph \ FMRI - Index -> <Face morph index 000186A2 not found in HumanRace "Human" [RACE:00013746]>

    I have the looksMenu mods installed and cbbe, nothing else (that I think may affect the face morph or tint layers)..
    Is there maybe some other mod that is needed for these npcs?
    (you can see in fo4edit the warning message with all the Minutemen in NPC Records, not the 'guards')

    sorry english is not my native language, but im pretty sure u know what i mean ;D
    1. 4estGimp
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      Many NPC mods have those errors. I don't know if the Creation Kit attempts to add data when it should not or just how these errors occur.  The mods still seem to work fine.
    2. pokara06
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      Yes, I know.
      It was also curiosity more than anything else.  I have been spawning each and every minuteman and they are all perfect.

      but you know, I see a message in fo4edit, and I get nervous XD
  13. pokara06
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    I love it, everything works perfectly, with 0 problems ^^

    Thank you very much again, I love your mods, they make everything much easier ))
  14. eyteen
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    Uhh, it's kinda stupid to ask this, but does the WATM merged version work without complex sorter mods (and to lesser extent, FallUI collection)? My processor is s*** and I used a custom 852x480 resolution to get the most performance, but the fonts from FallUI is too small and can't be read clearly.
    1. 4estGimp
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      The game itself should work but naming would be wrong and the icons would be totally off. 
    2. eyteen
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      Thanks for the reply, can't stand the visuals, so I uninstalled them (including this one ). Great mod anyway, keep up the good work.
    3. MageBlade
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      I've ran mods for a long time without the complex sorter mod, though I'm starting today. So yeah, you aren't going to break your game, they just won't be categorized and such. Unfortunately, if you're running your game in such a small resolution, you're going to have a bad day.