Hello, I've encountered a small problem when using this mod with the We are the Minutemen mod. The mod adds a minutemen version of the winter jacket. The problem is whenever an npc or player wear's this jacket their legs and torso are completely invisible. I've tried switching around the load order but that didn't seem to change anything. If anyone knows of a potential fix or patch that would be greatly appreciated.
P.S. I absolutely love this mod. I wouldn't be bothering anyone with this question if I didn't think it was a must have for any modded playthrough.
Thank you for such a fast response! The patch worked, the jacket no longer turns you partially invisible. However, I now see that my minutemen are spawning in half naked. Besides reverse pickpocketing new clothes into their inventory is there anyway to fix this?
Good point! I edited the leveled lists so the jacket spawns with the flannel shirt and jeans. It won't fix already spawned minutemen, only the newly spawned.
Hello again, I'm sorry to keep bothering you with these very specific problems but the new patch only seems to work on minutemen who are wearing the minutemen version of the winter jacket. Those wearing the "vanilla" version are still half naked. There also exists a minutemen version of the flannel shirt and jeans. It would be cool if the different jackets used the corresponding flannels. I'm assuming that this is due to a problem with the level list as well but I could be wrong. Thank you for your help so far you've been absolutely wonderful.
Everything seems to be in order. This was my first time reaching out to a mod author so thanks for all your help and making it a positive experience :D
Delightful work! If this was patched with AN76, it would be very good if soap (and the appropriate water features of CWSS) also cleaned the dirty clothing as one of the settings for Advanced Needs dirtiness is the player and companions' clothes also getting dirty over time.
Hey, maybe I'm overthinking this but a cleaning system that would work with something like Advanced Needs (and CWSS) sounds like it would go way beyond a patch for this mod, and would be a whole new thing built from the ground up.
Love your mods and this concept is ingenious! (makes me feel like an idiot for not immediately realizing the drifter jacket was also the cage/spike armors lol) As I was downloading this MO2 detected an issue with the FOMOD when I selected CBBE Reduced. Just a misnamed file is all, easy fix for me with 7zip but I thought you should know regardless. Could there be support for the few CC clothes? Like the Merc Veteran outfit and the DJ's Outfit or the Silver Dress and the Red Dress
Can you maybe add the Zealot and inquisitor marine armor set variants, so we could change it back to its original Marine variant, without the children of atom paint scheme?
Also I recommend to increase the purified water for cleaning, and additionally adding Abraxo Cleaner. So cleaning would be so much harder and rewarding.
Hey, I believe you can already switch between the 3 different marine armor variants without any mods. Unless you were asking for just the paintjobs without the associated stats?
I haven't updated this in a very long time, but I'll probably want to change a number of things at some point.
Hi, I was wondering if you had discovered this mod https://www.nexusmods.com/fallout4/mods/53445 adding mostly cut clothing, and if you like it would a patch giving it the features of your mod be something you would fancy doing?
Also, would you be able to alter the Vault armour 'No Number' option to still have the upper logo part of the patch and then add a further 'No Logo' option with the patch entirely removed as the 'No Number' option is now? That way vaults whose numbers aren't an option can still have the logo and Covenant can still have no patch.
If the answer is no and no, I respect that, thank you for your work.
Thanks for bringing the Amassed Apparel mod to my attention, I didn't know about it. Not sure yet if I'd want to make a patch to cover all the clothing pieces or if I'd just want to ask permission to use the dirty textures for the vanilla clothes. I'll look more closely into it.
About the vault armor, I actually considered at the time the blank patch with the logo but no number, but didn't see a practical use for it. I guess for modded vaults with a high number, and since you're requesting it, I might do it. No promises on how soon.
I'd add more number options but as you may have noticed I've only added the 88 by copy pasting a 8 on the 81 patch. So I could quickly do the 118 for Far Harbor the same way. but other numbers like the other vanilla vaults or the 120 would require actual work (I only have "1"s and "8"s to copy/paste). I might be tempted to give it a try at some point. the patch with the logo and no number is pretty much done though.
No worries, I'm making mods for my own use first, so I would mainly want to add options for my own satisfaction. But if answering an extra request costs minimal effort and it's asked nicely, I'll consider it. and sometimes I get curious when offered a challenge :p
Hi, a patch doesn't seem possible to me. Laundry Machines works using Quests that replace an "Armor" record with another (dirty version to clean version), while my mod applies Object Modifications notably including material swaps.
Unless I'm missing something, a potentially compatible Laundry machine would work by using Object Modifications, and would therefore be a new Laundry Machine mod built from scratch.
I was thinking just a way to get that mod to recognize your new clothing items and give clean variants via its method Not integrating both systems, just if i have this and that mod on and i put some of your cloths in the machine and they have clean variants then it 'just works' XD
I guess what your saying is if you 'wash' a clothing pieces that you have modified then you would loose the mods as you are given a new armor item as the clean version, so in that regard yer a laundry machine version that simply swopped a 'dirty' mod for a 'clean' mod within the same armor piece would be a better method. If i could make a edit of that mod to do that i would, but all i was suggesting is to make it work minimally
I understand what you're saying, and as it is if you have both mods installed and put a dirty piece of clothing (the actual dirty version of the armor record) in the washing machine, it will correctly give you the clean version. (so it kind of works minimally). The problem is if you then dirty the clothes on the armor workbench, it's still technically the "clean version" as far as the Laundry mod can recognize, and the washing machine won't do anything to it.
ok, as I was writing the above I did a bunch of testing and I think I managed to make it work on a clean black suit that I made dirty, by adding a recipe to the laundry mod that changes the clean black suit into a clean black suit. so a good patch may be possible after all, given more testing.
Oh cool thats good to hear, so it can work across omods? Would that allow washed clothes to keep mods or is thta not what you meant?
One thing i did want to do to that laundry mod was make it require abrazo in the machine and have it last like 10 washes or something like that(in my head i imagen i poured the abrazo into a chamber and it slowly filters into the drum over use) could never figure it out, i did post about it on the page but i think the author isnt as active lately.
If you had any idea wile your tinkering let me know as id love to have that slit bit of immersion fixed
As you've noted before, the Laundry Machine mod works by giving you a brand new item and washed clothes wouldn't be able to keep anything, so If you have a mod that allows you to gives clothes a Legendary effect, it would be lost when putting it in the washing machine. Same with Ballistic Weave. And the Vault armor would revert its number (I guess I could make all vault armor lose their number patch in the washing machine). Though, since my mod gives my "clean" or "dirty" OMODs to new items, they will at least have the appropriate "clean" OMOD when you get the fresh clothes.
About the Abraxo, making it need as many Abraxo as clothing pieces sounds as easy as adding Abraxo to each recipe (but excessive). Making it need 1 per load, and making it last 10 loads isn't something I would quickly figure out (or at all?), and it would go way beyond the scope of a compatibility patch :p I might still take a look out of curiosity and let you know if I have ideas.
and yeah, I'm aware of the texture expansion mods.
So yer ideally the laundry mods function gets edited to change omods instead of giving you new armors so it keeps mods on outfits, but for the sake of the patch id accept it just working as is I often dont mod clothing just armor parts. and i mostly use this to give settlers clean outfits
With Abraxo, if you put 1 in the machine it could remove and put 10 'wash token' items(these could be set to unplayable so there invisible in the inventory) Then just make a wash cycle require 1 token giving you 10 cycles per 1 abraxo. So like have a script just convert abraxo into wash tokens every time abraxo is put into the machine Just an idea anyway
Not exactly what you're describing, but the simplest way I'm thinking of to handle abraxo would be a Chem station recipe that breaks down abraxo into a number of doses, say 20. Then add a "dose of abraxo" in each recipe of the laundry machine.
Though if you have the skills to pull off a better washing machine that handles abraxo how you described and preserves OMODs, you could release a great standalone mod (and I'd happily make a compatibility patch)
Hi, I've never used Fusion Girl but I assume installing the CBBE version and generating the meshes for your Fusion Girl preset in bodyslide should be fine. The affected files would be the jackets, the security armor, and the standalone spike/cage armor helmet: - (R) CBBE Vanilla - High School Outfit A - (R) CBBE Vanilla - Knight Lancer - (R) CBBE Vanilla - Maxon Coat - (R) CBBE Vanilla - Rustic Underarmor Jacket - (R) CBBE Vanilla - Vault Tec Security - HeavyHelmet_F
I'm curious as to whether or not an issue I have can be helped; it's not an inherent problem with the mod, I messed up and broke something. After installing this and uninstalling it (conflicted with something else I wanted to use) I apparently forgot to switch to the backup save I made. Currently, in this save, all NPCs who were wearing Letterman jackets and winter coats now are wearing only the jacket and the rest of the body is completely invisible. Is anyone familiar with a way to restore the outfits to how they were originally?
Hi, were you using the vanilla or CBBE version? If CBBE (your issue would only be affecting female NPCs) try building the meshes in bodyslide. If vanilla I don't see how this would happen. Installing my mod replaces for example the Letterman Jacket and jeans mesh (containing both the undershirt and jean, and the jacket) with just the jacket mesh. So when uninstalling it reverts to the former mesh.
Vanilla, it happened to male NPCs as well. After trial-and-error of enabling and disabling combinations of apparel mods, I think when I first installed it, I still had Ballistic Weave All enabled, and I think it messed up the mesh after uninstalling. Disabling that alone didn't fix it, but disabling that and enabling this did, which I'm fine with because I would've chosen to use this instead anyway. Still not sure how to fix it without re-enabling, but I'm not under the impression this would be an issue many other people would have since the only reason it happened was because I messed something up. Thank you!
I did a quick test just to be sure (spawned a Travis Miles, closed the game, disabled my mod, loaded back the exit save) and I can confirm it didn't result in an invisible body.
I haven't downloaded "Ballistic Weave All" but I assume all it does is add the keyword and attachment point to armor records. So, if loaded after my mod, with both enabled, it would result in a visible jacket and invisible body (exactly what you are getting) because it would override my changes to biped slots while still using my mesh.
However disabling any of the two mods or even disabling both should not result in this issue as far as I can see.
Hi, i have a little problem whit ghouls, im using classic ghouls and the clothes that show arms and legs uncover for example a dress, dont charge the textures, i post a screenshot showin the problem
Hi, I don't use Classic Ghouls, but just downloaded it to check for conflicts. It appears both mods edit a few dozens of the same armor records. In your load order, is my mod higher or lower than Classic Ghouls? On your screenshot it looks like my mod might be overwriting the ghoul body parts added by that mod. Can you check if putting my mod higher than classic ghouls in your load order brings back the modded ghoul body parts?
Edit: I tried to replicate your issue, but when I load my mod before classic ghouls, Carol Peabody has Classic Ghoul textures working properly, and when I load my mod after she has an invisible body, with only visible head and hands, which is expected since it looks like classic ghouls makes the original body invisible before adding back ghoulish body parts using keywords in the armor records. Are you using any other mod that could interfere?
hi and thanks for answer so fast, i have check and no other mod sems to conflict y re install bpt mods and now Carol Peabody has arms and leg "pastel" textures, anyway this is better than the rayman floating hands, i also moved your mod higher than classic ghouls
Looking at Classic Ghouls' comments and bugs sections, it looks like other people have issues with missing limbs and gaps. Did it work properly for you before installing my mod? A race or body mod could be a factor maybe.
hi, it worked before but dont worry, i also read trough the bug section and finally fix it, it wasnt a problem whit your mod, at least not directly but anyway thanks for try helping me, i will post some screencaps of your mod now working whit classical ghouls using the edited clothes, many thanks for always answering you are the best.
Glad you solved it. You would still need a patch to not lose functionality from my mod on the clothes edited by classic ghouls, it's very straightforward if you know how to do it yourself, or I think I would need the classic ghouls author's permission to publish it if I do it.
The best I can do (for now?) is tell you how to do the patch yourself. It's a bit repetitive but simple, using FO4Edit. So in FO4Edit, for each armor record in the Classic Ghouls esp that overrides my mod, on the right panel you right click on the CleanableClothes column and "copy as override into..." a new esp file, which will be your patch esp. Then you copy (drag and drop) the ghoul parts keywords (still in the armor records) from classic ghouls into the new esp. Save and close FO4Edit, then make sure you enable your patch esp in your mod manager. Done!
I don't really plan on straying too far from vanilla assets, but this doesn't sound unreasonable. I'll see if I'm able to make a decent texture for it.
48 comments
I've encountered a small problem when using this mod with the We are the Minutemen mod. The mod adds a minutemen version of the winter jacket. The problem is whenever an npc or player wear's this jacket their legs and torso are completely invisible. I've tried switching around the load order but that didn't seem to change anything. If anyone knows of a potential fix or patch that would be greatly appreciated.
P.S. I absolutely love this mod. I wouldn't be bothering anyone with this question if I didn't think it was a must have for any modded playthrough.
I edited the leveled lists so the jacket spawns with the flannel shirt and jeans.
It won't fix already spawned minutemen, only the newly spawned.
As I was downloading this MO2 detected an issue with the FOMOD when I selected CBBE Reduced. Just a misnamed file is all, easy fix for me with 7zip but I thought you should know regardless.
Could there be support for the few CC clothes? Like the Merc Veteran outfit and the DJ's Outfit or the Silver Dress and the Red Dress
Can you maybe add the Zealot and inquisitor marine armor set variants, so we could change it back to its original Marine variant, without the children of atom paint scheme?
Also I recommend to increase the purified water for cleaning, and additionally adding Abraxo Cleaner. So cleaning would be so much harder and rewarding.
I haven't updated this in a very long time, but I'll probably want to change a number of things at some point.
Also, would you be able to alter the Vault armour 'No Number' option to still have the upper logo part of the patch and then add a further 'No Logo' option with the patch entirely removed as the 'No Number' option is now?
That way vaults whose numbers aren't an option can still have the logo and Covenant can still have no patch.
If the answer is no and no, I respect that, thank you for your work.
About the vault armor, I actually considered at the time the blank patch with the logo but no number, but didn't see a practical use for it. I guess for modded vaults with a high number, and since you're requesting it, I might do it. No promises on how soon.
the patch with the logo and no number is pretty much done though.
I wouldn't ask that.
Unless I'm missing something, a potentially compatible Laundry machine would work by using Object Modifications, and would therefore be a new Laundry Machine mod built from scratch.
Not integrating both systems, just if i have this and that mod on and i put some of your cloths in the machine and they have clean variants then it 'just works' XD
I guess what your saying is if you 'wash' a clothing pieces that you have modified then you would loose the mods as you are given a new armor item as the clean version, so in that regard yer a laundry machine version that simply swopped a 'dirty' mod for a 'clean' mod within the same armor piece would be a better method. If i could make a edit of that mod to do that i would, but all i was suggesting is to make it work minimally
ok, as I was writing the above I did a bunch of testing and I think I managed to make it work on a clean black suit that I made dirty, by adding a recipe to the laundry mod that changes the clean black suit into a clean black suit.
so a good patch may be possible after all, given more testing.
Would that allow washed clothes to keep mods or is thta not what you meant?
One thing i did want to do to that laundry mod was make it require abrazo in the machine and have it last like 10 washes or something like that(in my head i imagen i poured the abrazo into a chamber and it slowly filters into the drum over use) could never figure it out, i did post about it on the page but i think the author isnt as active lately.
If you had any idea wile your tinkering let me know as id love to have that slit bit of immersion fixed
Edit: as another dude posted a mod idea have you seen this one Vanilla Clothes - More Textures Expansion adds a bunch of clothes
About the Abraxo, making it need as many Abraxo as clothing pieces sounds as easy as adding Abraxo to each recipe (but excessive). Making it need 1 per load, and making it last 10 loads isn't something I would quickly figure out (or at all?), and it would go way beyond the scope of a compatibility patch :p
I might still take a look out of curiosity and let you know if I have ideas.
and yeah, I'm aware of the texture expansion mods.
I often dont mod clothing just armor parts. and i mostly use this to give settlers clean outfits
With Abraxo, if you put 1 in the machine it could remove and put 10 'wash token' items(these could be set to unplayable so there invisible in the inventory)
Then just make a wash cycle require 1 token giving you 10 cycles per 1 abraxo. So like have a script just convert abraxo into wash tokens every time abraxo is put into the machine
Just an idea anyway
Though if you have the skills to pull off a better washing machine that handles abraxo how you described and preserves OMODs, you could release a great standalone mod (and I'd happily make a compatibility patch)
The affected files would be the jackets, the security armor, and the standalone spike/cage armor helmet:
- (R) CBBE Vanilla - High School Outfit A
- (R) CBBE Vanilla - Knight Lancer
- (R) CBBE Vanilla - Maxon Coat
- (R) CBBE Vanilla - Rustic Underarmor Jacket
- (R) CBBE Vanilla - Vault Tec Security
- HeavyHelmet_F
Thank you!
I haven't downloaded "Ballistic Weave All" but I assume all it does is add the keyword and attachment point to armor records. So, if loaded after my mod, with both enabled, it would result in a visible jacket and invisible body (exactly what you are getting) because it would override my changes to biped slots while still using my mesh.
However disabling any of the two mods or even disabling both should not result in this issue as far as I can see.
Edit: I tried to replicate your issue, but when I load my mod before classic ghouls, Carol Peabody has Classic Ghoul textures working properly, and when I load my mod after she has an invisible body, with only visible head and hands, which is expected since it looks like classic ghouls makes the original body invisible before adding back ghoulish body parts using keywords in the armor records. Are you using any other mod that could interfere?
A race or body mod could be a factor maybe.
So in FO4Edit, for each armor record in the Classic Ghouls esp that overrides my mod, on the right panel you right click on the CleanableClothes column and "copy as override into..." a new esp file, which will be your patch esp. Then you copy (drag and drop) the ghoul parts keywords (still in the armor records) from classic ghouls into the new esp.
Save and close FO4Edit, then make sure you enable your patch esp in your mod manager.
Done!
Sorry it went through twice