Hey Guys! New Version 1.2 update is out, hopefully it will fix most bugs for you guys.
Now, Me and Newer keep getting a lot of reports about the armor not being repairiable, please always remember, if you use mods that heavily edit how the games file structure works, such as AWKCR, it will cause conflicts with modded PA. In these cases, it is not a bug in the mod it is an mod incompatibility or a mod conflict.
Tried using both versions of the mod, but the armor never actually appeared on the frame. I could see the models when selecting them in the inventory, but nowhere to be seen on the actual model. Any fix?
Ahhh, could not find the armor at Gunner's Plaza at allll. Eventually spawned it in with 'help Hellcat', & now I cannot mod/change paint on it. It doesn't appear as an option. Is there a fix for this?
Hey i noticed this mod has formids outside of the esl range. I've found that making patches with xedit doesn't work well with formids that aren't in the typical esl formid range. What happens is xedit somehow reroutes pathways to base game formids instead of the mod formids. This is the first time I've seen it in FO4, but I've seen it multiple times in skyrim. The fix I'm aware of is to re-number the formids starting from the default 800 and then the pathways work for the patches. I'm not sure if you made this mod with the newer ck or how you ended up with the formid numbers you have, but I have only seen this with new skyrim armors.
After renumbering the formids in your mod I had no issues with making patches and everything works as it should.
I noticed this with the T65 armor as well, since it also uses formidsoutside of the esl range. If memory serves this could be a newer issue with Xedit not compacting forms properly.
Feel free to pm me for more info.
Edit: It's a Zmerge problem and this comment while factually correct, is flawed since the problem is zmerge is out of date and doesn't deal with new esls properly. The actual fix is: To change the HEDR verison from 0.95000 to 1.0 in the merged esp. Immediately close and save xEdit. Reload xEdit and the internal ids in the merge will be changed to the proper ids. The HEDR - Header is part of the esp record when you click on the actual esp in xedit, just under Record Header at the top of the page. It needs to change from 0.950000 to 1.000000.
Wile i love the mod Side by side comparison shows the T-60 is completely superior to the hellcat in every aspect but durrability So its relatively pointless for me to download it sence my T-60 has both the legendary quad durability and the legendary tesla mods i added the quad to the hellcat too both were fully dect out and wile the hellcat is more durable T-60 had almost a 25%+ beter rateing. T-60's physical armor was 1600somthen wile the hell cat was somthen like 1200somthen. thats with all peaces added up. i realize this is from fallout 76 and the armor rateing may have ben a bit diffrent but hellcat is supposed to be one of the best power armors u can get. right up there with hellfire. also im not sure if it spawns with other gunners or if the one i killed was uniqely placed there by u. but hopefully its a uniqe gunner cuzz i dont think they'd have the resources to maintain such armor.
Isn't this a war hammer nod? I am surprised there isn't a BOS paint "Ad Victoriam" because the vault tec paint is bait. As for the durability vs effectiveness; lore wise it could be that it was created for the purpose of combat while retaining the armors at the expense of the user. War is nasty....
I forgot that this was an armor concocted by bethesda and not an original but considering Beth own doom and the universes have similarities I suspect Warhammer had some influence regardless.
If you got the fix loaded too, it works fine. The only problem i have with the mod, is how bad the power armor is. It has good durability, but resistances are really bad sadly. Unless you b line to this armor instantly after concord, there isnt really any point using it. The new added power (hellfire) armor can be gotten at the same point of the game and is pretty much same if not better than X01.
And it seems the author wont make any changes to this anymore so unless you just want to have cool power armor on display, i wouldnt add this mod. Just my own opinion.
Does it allow you to breathe in water like the actual suit would work or is it just cosmetic? Would be really cool if it allowed you to breathe underwater.
470 comments
New Version 1.2 update is out, hopefully it will fix most bugs for you guys.
Now, Me and Newer keep getting a lot of reports about the armor not being repairiable, please always remember, if you use mods that heavily edit how the games file structure works, such as AWKCR, it will cause conflicts with modded PA. In these cases, it is not a bug in the mod it is an mod incompatibility or a mod conflict.
After renumbering the formids in your mod I had no issues with making patches and everything works as it should.
I noticed this with the T65 armor as well, since it also uses formidsoutside of the esl range. If memory serves this could be a newer issue with Xedit not compacting forms properly.
Feel free to pm me for more info.
Edit:
It's a Zmerge problem and this comment while factually correct, is flawed since the problem is zmerge is out of date and doesn't deal
with new esls properly.
The actual fix is: To change the HEDR verison from 0.95000 to 1.0 in the merged esp. Immediately close and save xEdit. Reload xEdit and the internal ids in the merge will be changed to the proper ids. The HEDR - Header is part of the esp record when you click on the actual esp in xedit, just under Record Header at the top of the page. It needs to change from 0.950000 to 1.000000.
I forgot that this was an armor concocted by bethesda and not an original but considering Beth own doom and the universes have similarities I suspect Warhammer had some influence regardless.
And it seems the author wont make any changes to this anymore so unless you just want to have cool power armor on display, i wouldnt add this mod. Just my own opinion.
Worked for me.