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Kelthrayden

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Kelthrayden

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24 comments

  1. DarkArbiter117
    DarkArbiter117
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    Hello, do you happen to know if this and your other all in ones still work for next gen? I'm using a downgraded Fallout 4 but I used a tutorial to be able to use all my Creation Club content on my downgraded Fallout 4, as I understand it was all updated to be used on next gen, but I don't know if doing these processes to reduce the load of Creation Club files will still work if I use it with the new versions. 🤔

    I would also like to know if by chance you could do an all in one for all the dogs in the creation club. 
    1. Kelthrayden
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      I'm still on 1.10.163 as well, so I can't say for certain. From what I've read, all mods still work on the Next-Gen update, with the exception of mods that require F4SE that haven't been updated. But like you said, Next-Gen mods do need to have their archive version headers changed to work on downgraded Fallout 4.

      I had thought about doing on for the CC Dogs, but it's more of a pain than it's worth. The CC dog mods have scripts/quests associated with them and it makes it more difficult to create a DIY for it, without giving away paid content. So, it's not on my to do list.
    2. DarkArbiter117
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      I understand, thanks for answering, I guess I have to take a chance and see if it works, let's see how it goes 😬
    3. schnarphestus
      schnarphestus
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      RE: CC Dogs, I totally understand not wanting to combine BA2s that contain scripts. I suppose the best that can be done is merge the texture BA2s (BSA browser to extract, CAO to merge) as usual. There's a new tool called B.M.A.T. BA2 Merging Automation Tool, but it's very new and I'd rather wait a while for more adoption, users, feedback, etc.
    4. DarkArbiter117
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      Hi, I actually tried BMAT in December and it works very well for me, I actually wanted to check out the cc dogs thing because I had caught a creation club transdogrifier offer for Christmas but the game was constantly crashing, I saw that tool and tried it, the first versions didn't work for me, but the last one from BMAT worked very well for me, based on my personal experience I recommend it, I've had my ba2 fused by BMAT for 2 months and everything works  
    5. schnarphestus
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      Thanks for the advice/endorsement. Will try BMAT for sure next game, might be a couple of weeks real time. Just roping the texture ba2s together would be worth the work, always downloading "loose" file versions makes for massive bloat and tracking loose texture overwrites is complicated.

      Speaking of texture overwrites, wish these 4 CC compact mods would auto-magically sort themselves to the top like the individual paint/skin CC mods. The default Fallout4.ccc file has them spread all over the place, but still they're all together (above UFO4P or whatever). Also, there are a few new/revamped mods that require all the next-gen CC installed regardless if back-ported or using B.A.S.S., meaning that the 2 paint CC from Enclave Remnants ('ccBGSFO4096-AS_Enclave' and 'ccBGSFO4110-WS_Enclave') must remain as-is, not compacted into an AIO like these 4 mods. Dummy ESPs are one thing, but when there are real/required BA2s, then what happens?

      ESP limit is not that hard, the majority are flagged as light or can be. IMO, the real issue for any heavy mod load is BA2 limit and a bloat of loose files which would work better as BA2, especially textures. Kelthrayden made some very nice time and space saving mods, too bad we can't trick the mod organizers to treat them as real CCC. Again, gotta try BMAT, consolidating BA2s is all that's left and FO4 has had more than a full run in terms of any mod organizer app.  
  2. bobo2217
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    Do the original CC files need to be deleted before installing the end result of this AIO?
    1. Kelthrayden
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      Not quite sure what files you're wanting to delete but this is a general answer. You just don't want the original CC files in your data folder.
      If you mean deleting them from your data folder, I would just cut and paste them onto a different drive as a backup.
      If you mean deleting the loose files for creating the all in one, then yeah, you can delete them once you've made the ba2 files and moved those to your load order or the mod organizer of your choice.
      The main thing is you don't want them anywhere that they can be loaded by the game. That would defeat the purpose of creating the AIO.
      Hopefully that answers your question.
  3. rylog9
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    Does this include a bugfix for the Camo paints?

    (as found in https://www.nexusmods.com/fallout4/mods/30210/)
    1. Kelthrayden
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      Yeah, all the paints should be working correctly. You can check it in game for the camo paints by using the ~ key and type
      player.getav avif_PA_Detection
  4. KaaPTaaNY
    KaaPTaaNY
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    your all in one mods are like a miracle,thanks you so much for this and other cc mods i literally download all of them..before your mods i cant even use the paintjobs without ctd,.if you have time can you make a.i.o. for cc dogs and weapons and armors,or something like that,it would be awesome.and finally great job man
    1. Kelthrayden
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      Glad you like them! I had the same issue with CTD's before I made these as well.
  5. Valour549
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    Is this compatible with Power Armor Materials AND Paints (PAMAP) ?
    1. Kelthrayden
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      It should be. I don't have that mod to check but on the PAMAP mod page under compatability it says, "Any mod adding/modifying paints, and paints added from other mods should all be in the "Paint" category".
  6. oldbastard42
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    I'm sure I bought a mod from Creation Club that did exactly this, but it just vanished one day and I can't find it anymore!  All the colours are listed as "owned" in CC, but the unifying mod doesn't seem to exist anymore.  Very strange!   But this will sort the problem so many thanks :).
    1. Kelthrayden
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      Hmm... I haven't seen an AIO from the Creation Club. It would be nice if there was. Enjoy!
  7. sugar0coated
    sugar0coated
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    You're fast becoming one of my favorite people <3 I was going to ask if you might be thinking of doing this one, but didn't want to be cheeky.

    Again, setup was SO worth it - this is awesome. And the only time I've been able to have these paints in my game without crashing, and you've even VIS-tagged them like an absolute G. Very, very pleased!

    Also super excited to see your last comment about armor paints being next :)

    Thank you!
    1. Kelthrayden
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      That's good to hear! I'll be adding an optional esl for the armor to be faction locked for those that want a little bit of immersion. Instead of them all being available from the start.
  8. liquidlethe
    liquidlethe
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    This man is single handedly saving my bloated load order
    1. Kelthrayden
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      Glad to hear it! Next will be the Armor Paints. That will reduce another 23 down to 1.
  9. ImmortalAbsol
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    I see a pattern emerging here and I like it.
    My only concern is mods that add skins to appropriate levelled lists, they may not recognise that they are installed?
    1. ImmortalAbsol
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      Would it be easy enough for a noob to add the cut Gunner PA mod to the AIO or the Skyrim Pip-Boy paint to that AIO as examples.
    2. Kelthrayden
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      Correct, It will conflict with any mods that add these skins to leveled lists as they are different Form ID's. I know there are mods for weapons and armor but I'm not aware of any that add the power armor paints to the leveled lists.

      You can add as many paints to them as you like. It's not too hard to add them. You'll just need to at least add the Constructible Object, Misc. Item, Material Swap, and Object Modification. Then modify the BGSM's to indicate the location of the textures and point the Material Swap to the corresponding BGSM's.
    3. ImmortalAbsol
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      Thank you very much.

      I'll have to choose between this and levelled lists, we're gonna need LL mods that use the result of these guides haha.

      I'm aware but surprised no mod exists for PA and Pip-Boys.
      Even in vanilla, many would logically have Military paint.