I am using the AE version. NMM install. I am getting a graphical glitch when in crouch/sneak mode while wearing the armor. It appears as a dark triangular area, mostly on the right of the screen and only when crouched. The area changes in location slightly with different types of the armor used. The Berets seem to work fine.
I do not know if this is a mod glitch or not. I run my game at 1366x768 or something close because my laptop is 4 years old. And I haven't read anyone else having the problem. Could my low res settings cause it?
Maybe I need to nix the AE mod, load the non-E version of this and see how it works.
"If I had to guess it is something to do with the collar or the backpack glitching the camera. "
no. this is the same model as the original FSA, but with new textures. I tested it with the original FSA, and that one does not have the weird issue with textures morphing into triangles.
no, one of the textures in this mod is screwy.
now the author needs to go back and figure out which one.
Getting the same problem here too. First person is unusable when crouching and i cant see the popboy either. thought it was the backpack at first but now im not so sure.
It's now mid-March and this bug still exists. Any ETA on a fix? This is great looking armor, but it's pretty much unusable in 1st person with the glitched texture triangle covering the screen while crouching.
Hey So u told mitsurugi just to rename the fieldscribegrey_d.dds and the backpack will be gone? i am sorry but i dont quite get this. I tried to rename the file to "TEST" and it didnt work. Okay maybe i am just too tired now to understand it but would u mind telling me how exactly to get the fieldscribe uniform without a backpack? I would be very grateful !
Hello sir, can you teach me how you made this mod? because I am trying to make my own standalone army uniforms. But I don't know how to. All I know is how to retexture. Can you help me? if there is a thread about making your own standalone uniforms, it would be helpful if you redirect me. Also, how did you made it compatible with the Armorsmith Extended?
I updated your AE v2.2 compatibility version. I added the keywords and entries for sorting. I also lowered the resistances to vanilla field scribe and military cap stats. And I'm not sure if I just did this now or for the last one, but crafting has been moved to the armorsmith workbench.
are you up to date on AE? It's got two master files ArmorKeywords.esm and Armorsmith Extended.esp. You have both right? CTD at startup means missing master or a master file lower in the load order than the file that it's a master for.
after third attempt, finally started, but all textures (on FSA items) are invisible.
I have doublechecked against your "compatible list" for AE, and am not using anything that would conflict with either your mod, or this one.
I went back to using the authors original compatible version... and it works fine with AE 2.2
edit: I take that back. even the author's current version has a problem with the urban camo FSA. if you try to modify it on the armor workbench, you get stuck and cannot tab back.
something is still very wrong with this mod.
btw, it looks like your fixes missed applying to the armor itself, and only hit the berets?
smh.
I guess I should expect this kind of stuff since there is no GECK yet.
also, if you are going to change the actual armor values, you should offer that up as a choice, instead of a replacement.
and, one last thing... you forgot to mark the category the mod should belong to, and so it comes out as "unassigned" in the category list.
There's nothing wrong with the plugin I just tested it out. It's all user error on your part. First off that wasn't a packaged mod from the nexus so thats why you're not getting NMM meta data for it. Secondly, that was just an updated .esp, not the whole mod. By your invisible outfits I can tell that you didn't have the actual mod installed anymore, just the plugin I posted a link to. You need to install the main mod and then use my new plugin as a replacer for the plugin of the same name that was in the main file. And all the updates to bring it up to v2.2 are working perfect, all outfits and berets are being sorted by VIS. As far as the armor values, I made the plugin for me, so I wanted balanced. The author knows how to change those values and can make them whatever he wants if he adds the plugin to his mod. That's why I mentioned the changes, so they wouldn't be a surprise and he could change them if he wanted.
"There's nothing wrong with the plugin I just tested it out. It's all user error on your part. "
you didn't read my post very closely then.
go ahead and try to mod his armor on a workbench (note I said ARMOR, not berets).
can you tab back out after making a change?
I do not have this problem with ANY other outfit texture mod, just this one.
also, there is the issue with the bad texture map on crouch.
so, while YOUR code might be, or might not be, sound... there is still something wrong with this mod.
"And all the updates to bring it up to v2.2 are working perfect, all outfits and berets are being sorted by VIS"
No, they are not. you must be blind.
ONLY the berets are being sorted correctly.
the urban uniform, for example, still does not have the "FSA" name applied to it, still does not modify correctly on the armorsmith bench. Nor is it craftable on the armor crafting bench (though it is also no longer craftable on the chem bench)
sorry, but you're simply wrong.
I have ZERO mods that even could possibly conflict with this, ZERO.
and still... it's the ONLY texture mod that has issues.
also, if you enable the "replace uniforms for minutemen" option when activating the mod, NMM highlights the extra esp in red, and says it can't find the matching esp it relies on, even though it's right there, just ahead of it in the load order.
then... fallout won't launch at all.
so I have to back and disable the replacer option.
Sorry I dismissed your bug report, but you threw in reports, of invisible items and the outfits not sorting correctly, that I knew to be incorrect. You are correct about the issue with not being able to mod the outfits. I've been testing it this morning. The issue is in Dhegonus's orginal AE version. It's in my patched version. And I remade my patch version and the issue is still there. I did testing to try to determine if it was related to the keyword cap menu bug and no matter how many other mods I removed the issue still persisted. I'm going to test to see if the issue is also present in the non AE version as well. If it's not I'll make a new compatibility patch based off that.
Well I've tried making a new patch based off the non-AE version and the issue still persists. I have no idea what the issue is caused by. Dhegonus' plugins look fine, I don't see any errors or abnormalities. I guess there won't be an AE version, or at least not one with mods, guess the one in the main file could be used merely for being able to wear armor pieces with it.
this is great, all it need now is to be able to do the same thing with the Brotherhood fatigues(no backpack) Field Scribe Commando was one of my favorite retexture/recolors. it would be nice to have the same thing for the non backpack variant so custom mod backpacks can be used
51 comments
I do not know if this is a mod glitch or not. I run my game at 1366x768 or something close because my laptop is 4 years old. And I haven't read anyone else having the problem. Could my low res settings cause it?
Maybe I need to nix the AE mod, load the non-E version of this and see how it works.
I switched versions to see if this would help with no luck...
Please fix
no. this is the same model as the original FSA, but with new textures. I tested it with the original FSA, and that one does not have the weird issue with textures morphing into triangles.
no, one of the textures in this mod is screwy.
now the author needs to go back and figure out which one.
So u told mitsurugi just to rename the fieldscribegrey_d.dds and the backpack will be gone? i am sorry but i dont quite get this. I tried to rename the file to "TEST" and it didnt work.
Okay maybe i am just too tired now to understand it but would u mind telling me how exactly to get the fieldscribe uniform without a backpack?
I added the keywords and entries for sorting. I also lowered the resistances to vanilla field scribe and military cap stats. And I'm not sure if I just did this now or for the last one, but crafting has been moved to the armorsmith workbench.
after third attempt, finally started, but all textures (on FSA items) are invisible.
I have doublechecked against your "compatible list" for AE, and am not using anything that would conflict with either your mod, or this one.
I went back to using the authors original compatible version... and it works fine with AE 2.2
edit: I take that back. even the author's current version has a problem with the urban camo FSA. if you try to modify it on the armor workbench, you get stuck and cannot tab back.
something is still very wrong with this mod.
btw, it looks like your fixes missed applying to the armor itself, and only hit the berets?
smh.
I guess I should expect this kind of stuff since there is no GECK yet.
also, if you are going to change the actual armor values, you should offer that up as a choice, instead of a replacement.
and, one last thing... you forgot to mark the category the mod should belong to, and so it comes out as "unassigned" in the category list.
First off that wasn't a packaged mod from the nexus so thats why you're not getting NMM meta data for it.
Secondly, that was just an updated .esp, not the whole mod.
By your invisible outfits I can tell that you didn't have the actual mod installed anymore, just the plugin I posted a link to. You need to install the main mod and then use my new plugin as a replacer for the plugin of the same name that was in the main file.
And all the updates to bring it up to v2.2 are working perfect, all outfits and berets are being sorted by VIS. As far as the armor values, I made the plugin for me, so I wanted balanced. The author knows how to change those values and can make them whatever he wants if he adds the plugin to his mod. That's why I mentioned the changes, so they wouldn't be a surprise and he could change them if he wanted.
you didn't read my post very closely then.
go ahead and try to mod his armor on a workbench (note I said ARMOR, not berets).
can you tab back out after making a change?
I do not have this problem with ANY other outfit texture mod, just this one.
also, there is the issue with the bad texture map on crouch.
so, while YOUR code might be, or might not be, sound... there is still something wrong with this mod.
"And all the updates to bring it up to v2.2 are working perfect, all outfits and berets are being sorted by VIS"
No, they are not. you must be blind.
ONLY the berets are being sorted correctly.
the urban uniform, for example, still does not have the "FSA" name applied to it, still does not modify correctly on the armorsmith bench. Nor is it craftable on the armor crafting bench (though it is also no longer craftable on the chem bench)
sorry, but you're simply wrong.
I have ZERO mods that even could possibly conflict with this, ZERO.
and still... it's the ONLY texture mod that has issues.
also, if you enable the "replace uniforms for minutemen" option when activating the mod, NMM highlights the extra esp in red, and says it can't find the matching esp it relies on, even though it's right there, just ahead of it in the load order.
then... fallout won't launch at all.
so I have to back and disable the replacer option.
working perfectly.
ayup.