Doesn't seem to work anymore. Bat file fails to find any of the extracted textures, and can't find CAO either, despite being placed in the correct spot.
Disappointing because I was looking for an easy fix. Guess I'll have to keep looking.
Edit: Discovered the issue. The BAT file is designed to look for the folders directly in the C:// directory, which realistically isn't somewhere you should be putting loose files.
Correct! Installing the game files on the C: drive is not ideal. However, not everyone installs all their files on the same SSD/HDD and not everyone has multiple SSD/HDD's. So for this process, installing all the required files on the C: drive was the best solution for ease of making the ba2 files, without requiring people to go in to the bat file to set it up for the drives they use.
You'll need to follow the instructions if you want this mod to be of use. All of the textures included in this mod are of the vanilla pip-boy. You have to add your own CC paint textures to overwrite the ones included in the mod. Installing this mod, without following the instructions, defeats the purpose of it. Which is to have all of your CC paints in 1 ESL.
While copying over the CC files, I noticed that for the Reilly's Rangers skin, the file name in your Textures folder is: PipBoy01(ReilysRangers)_d.DDS. However, the CC file name is listed as: PipBoy0(ReilysRangers)_d.DDS. Does the name difference matter as to whether it works in game? For example, if I delete the placeholder file with the '01' in the title and leave in the CC version with just '0', the texture should still be recognized when running this mod's ESL, correct?
I guess with all the texture files I was going through I never noticed that one was named PipBoy0. That file for every other pipboy paint is named PipBoy01 so I probably named it without even looking at it. Yeah, the BGSM links to the original named texture of Pipboy0(ReilysRangers)_d.DDS. So you could delete the placeholder or leave it in. Either way it will look for the PipBoy0(ReilysRangers) texture.
This was essential for me. Thank you for the good mod. Especially, only this PIPBOY series is a little special. Bethesda's file structure was inconsistent and I had a little trouble moving textures. I think it will be difficult if you are not an accustomed person.
Sounds like you're having an issue with the Pip-Boy Flashlight mod which is unrelated to this mod. This is how you can fix it though.
Open up FO4Edit and load all mods. See if anything is conflicting with the Pip-boy record (Form ID 00021B3B) and make sure the keywords cc_ma_Pipboy [KYWD:0024A0B8] and cc_ap_Pipboy_Texture "Material" [KYWD:0024A0B9] aren't overridden/deleted by any other mods. This is how it should look. As these keywords are the only things that allow this mod to add the paints to your pip-boy. If they have been deleted, you can just drag them over to the mod that deleted them. Then save and it should now work for you. You can also right click on any mod on the left and select - Apply Filter to show Conflicts. This will show any mods that are conflicting with each other and allow you to narrow down any issues with your game.
EDIT: If you don't want to fix it yourself you could try using this mod Fix for Pip-Boy Creation Club Paint Jobs and place it near the bottom of your load order, at least below the Pip-boy Flashlight mod, to see if that fixes it.
It would. When I originally made this mod for myself, I did it that way. After a month or so it broke for no apparent reason and would crash my game when trying to apply a Creation Club paint. Doing it this way I haven't had any issues with it over the last 4 months I've been using it.
27 comments
Disappointing because I was looking for an easy fix. Guess I'll have to keep looking.
Edit: Discovered the issue. The BAT file is designed to look for the folders directly in the C:// directory, which realistically isn't somewhere you should be putting loose files.
While copying over the CC files, I noticed that for the Reilly's Rangers skin, the file name in your Textures folder is: PipBoy01(ReilysRangers)_d.DDS. However, the CC file name is listed as: PipBoy0(ReilysRangers)_d.DDS. Does the name difference matter as to whether it works in game? For example, if I delete the placeholder file with the '01' in the title and leave in the CC version with just '0', the texture should still be recognized when running this mod's ESL, correct?
Thanks, and have a great day!
Victoria
I guess with all the texture files I was going through I never noticed that one was named PipBoy0. That file for every other pipboy paint is named PipBoy01 so I probably named it without even looking at it. Yeah, the BGSM links to the original named texture of Pipboy0(ReilysRangers)_d.DDS. So you could delete the placeholder or leave it in. Either way it will look for the PipBoy0(ReilysRangers) texture.
Enjoy!
Victoria
Open up FO4Edit and load all mods. See if anything is conflicting with the Pip-boy record (Form ID 00021B3B) and make sure the keywords cc_ma_Pipboy [KYWD:0024A0B8] and cc_ap_Pipboy_Texture "Material" [KYWD:0024A0B9] aren't overridden/deleted by any other mods. This is how it should look. As these keywords are the only things that allow this mod to add the paints to your pip-boy. If they have been deleted, you can just drag them over to the mod that deleted them. Then save and it should now work for you. You can also right click on any mod on the left and select - Apply Filter to show Conflicts. This will show any mods that are conflicting with each other and allow you to narrow down any issues with your game.
EDIT: If you don't want to fix it yourself you could try using this mod Fix for Pip-Boy Creation Club Paint Jobs and place it near the bottom of your load order, at least below the Pip-boy Flashlight mod, to see if that fixes it.