Fallout 4

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  1. Mortercotic
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    I don't personally have but in case you use CBBE here are some suggestions!

    1. From The Mercenary - Pack install:
    - Main files - The Mercenary - Pack v0.9b - Loose files
    - Optional files - Cbbe Pre-built meshes

    2. Install The Mercenary Set - CBBE Bodyslide Files 

    3. Go to Jetpacks FAO v5 - Install only the Miscellaneous file "Mercenary B-90 Armor Animated JFAO Patch". During installer pick the color you want. Then remove the plugin and script folder.

    4. Get now Mercenary Pack - Reinvention!

    Please let me know if there are other solutions as, like I said, I don't use body modifier mods.
  2. Mortercotic
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    --- TO DO LIST AND HELP WANTED!!! ---

    Let me know if you interested on helping or just suggestions!

    - Rebalance overhaul items stats.
    - Crafting requirements to build from components to perks.
    - Review armor sets crafting and paint system.
    - Review Uniform sets crafting and paint system.
    - Custom Instance Naming Rules for apparel colors.
    - Add B-90 set custom modifications.
    - Small little read and find quest.
    - Add mods and greatness to L0rd0fWar‘s Machete!
    - Retextures for apparel that don’t have variations.
    - Screenshots!!!
  3. xbytes23
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    the scavenged ncr helmet with hair is missing same with the beanies, how do I add it back using fo4edit help me pls
  4. drevviken
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    Still no screenshots from the new version? :')
  5. quietwolffallout
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    we all really appreciate your work on this. The rebel set is iconic for our games and it kills me that its not a standalone anymore, Would you be interested in make an optional thats just the rebel armor without awkcr and ae? 
  6. NexusBram
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    This is an odd one but the Female versions of the T-shirts on all three Insurgent outfits are mirrored. Its only a problem on two of them because they have lettering, only one set of textures I think so maybe mesh or material edit could fix?

    EDIT: I made a simple fix for myself, just made the two shirts with lettering plain. I can upload them for you if you want, be really easy to overlay designs that look right mirrored on top.
    1. drevviken
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      Please do share.
    2. Mortercotic
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      Hey there and sorry for the late reply. Yes, that would be great if you can share. That kind of fix its something I don't really have knowledge about and would be great to have help. PM me if you can.
  7. MrDoomA
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    Hey. thank you first for putting your effort for anyone for free. I know the purpose of the mod is to eliminate the distribution, but i loved seeing the gunners in the outfits, it gave them flavor. I know that means that i shouldn't use the mod, but i came for the bugfixes and tweaks mainly. is there a way to adjust this future through xedit that i can learn even if I'm not experienced in it or is it too complicated?

    Also, i really love tweaking numbers in xedit, which means I'm extremely qualified for balancing.

    Edit: Also, I'm having a problem of completely naked coursers with no armor even in their inventory and showinventory command. I'm running Cross-courser and meeting them with "endless warfare", I'm using your patch. also, it seems the popular Mercenary bug of invisible wastelander armor is not affecting me, but instead the courser armor which is the same armor? I'm also using courser crusher if it helps.
    I'm running both merc mods on the bottom of the load order.
    anything obvious I'm missing?
    (Seems solved after clean installation of the entirety of the 5 mods)

    Edit 2: just curious, why do we exactly have to remove the plugin from MercPac instead letting yours overwrite it?

    Edit 3: I remember the Backpack had options for scaling, perk restricted, carryweight. now it doesn't. Only static carryweight increments. was this your input or the original Mercpack? Excuse me for the many questions as i downloaded both mods together and that's why i ask
    1. NexusBram
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      The optional file covers levelled list distribution.
    2. MrDoomA
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      @NB
      Ty for replying but they dont mention anything about the gunner faction distribution. i even reinstalled it to make sure.
      any idea where else to look?
    3. Mortercotic
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      I am not covering gunners as I prefer to use othe mods in that faction. You can of course make a gunners overhaul using my reinvention, it’s really up to your knowledge and effort to make it so. I would suggest you create the levelled lists necessary with the combinations you want. In my mod there are some that you may use but mane not as a gunners vision you expect. Again, it really depends what you want them to use.

      Any help with balance edits are welcome, if you want just create a patch and I will see what I can do.

      Related with your naked issues it may depend if you are having some sort of compatibility issue or edits you had made outside of MPR. That is normally related with more than one item that use the same biped slot being called on the same npc. In my levelled list I tend to look for that and don’t remember any possible combination creating that especially with wastelander armor. Must be something on your end.

      It’s important to use my plugin as it’s the whole purpose of my mod. In there I had all changes, fixes and restorations. Without my plugin it’s pointless to install anything of my mod, it will use not work and generate multiple errors.

      the backpacks options were from the AWKCR/AE dependencies. They were features from features on those mods and not technical Mercenary Pack. Without those requirements you cannot have them.

      ask as you want no problem, I just not very available at the moment. Have fun!
    4. NexusBram
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      MrDoomA, you could make new levelled lists but that can get complicated. Another way of doing it is to leave some NPC types with original gear and edit some through NPC records to use a specific outfit, by that I mean create a new outfit record with XEdit then add them to certain NPC types, so you can give various ranks of Gunner the exact combination of items you want. Maybe use something like the Gunner-clave mod as a base to find relevant NPC records easier.

      Apart from the Mercenary Pack being great quality, the headgear behaves correctly on decapitation (I just tested this) which most mod helmets don't do. So its great to use for a faction overhaul.
  8. NexusBram
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    Scavenged NCR Visormask has hair clipping on top, also on right ear.

    I'm afraid I can't get permission from L0rdofWar to upload his meshes, I'm very particular about that sort of thing so I can't help you there. Its quite simple with Outfit Studio but time consuming and I am not sure if you would be OK uploading them as part of the mod. I decided to strip this right down to make a Gunner overhaul anyway.
    1. Mortercotic
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      Yes I know. Unfortunately it’s related with the bipeds slots. I could make them cover top hair but then we cannot use helmets together. It’s just how the system works.
  9. Taylboat
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    I'm trying to set this up with no AWKCR/Armorsmith as well as CBBE compat. Do I still follow your stickied post as seen below?

    From The Mercenary - Pack install:
    1. Main files - The Mercenary - Pack v0.9b - Loose files
    2. Optional files - Cbbe Pre-built meshes

    Install then 
    The Mercenary Set - CBBE Bodyslide Files

    Or do I need to download a different file if I don't use AWKCR?
    1. Mortercotic
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      I have rewritten the requirements and installation section. Related to AWKCR looking at descriptions can help realize that MPR removes it.
    2. Taylboat
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      Thanks for the quick reply! I did already see that this mod removes AWKCR dependency in your description but didn't know if that meant I still needed to install the non-AWKCR version of the mod from the original mod page. It seems as though installing v0.9b is fine, though.
    3. HereIndeed
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      It does not remove the requirement for armorsmith extended for the Jetpack. Probably a simple oversight. I'll have to play with invisible jetpacks I guess.
    4. Mortercotic
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      Why do I even care about making descriptions…
  10. seraphael
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    There seems to be an issue with the latest MPR Modular and Optional Patches FOMOD. Altyn Assault Helmet and Metro Gas Masks are pre-selected and you have to choose either the original or 4estGimp's compacted versions of each. I use neither and Vortex reports missing masters.
    1. Mortercotic
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      Oh yes, I had a brain fart. I will fix that asap :D
    2. seraphael
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      Cheers! :)
  11. NexusBram
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    Hello, I would like to use this version of the Mercenary Pack but you appear to have messed up B-90 armour. There is major clipping on lower arms of both Male and Female, not present in the original mod. See screenshot I sent.
    1. Mortercotic
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      Are you using any body mods?
      EDIT: I will take a look but in my screenshots the B90 ones were taken with the recent update and I don't have the same issue.

      Forget... I know what it is. I made something with the bipods in the last second and forgot to check. If you ok with xEDIT just open the mod, go to armor/B-90 Armor and check 34 L Hand/35 R Hand in Biped Body Template. Do the same in Armor Addon\MPR_B90Armor

      I will have a fix soon but not today!
    2. NexusBram
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      Many thanks. I appreciate you making everything craftable as I prefer not to have anything added to levelled lists, now its very easy to make it that way. Also welcome is the integration of jetpack effects.
    3. Mortercotic
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      Fix uploaded! Also with a few more improvements.
      Thanks a lot for your feedback. I really want to bring this mod back to life and to add what other modders did through all the years. It’s a pity I can’t get in contact with some of them especially LordofWar but I will try by best to leave a mark here.
    4. NexusBram
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      I think you also have pathing wrong for the Courser outfit, just crafted some things to test and that one was using same model as Wastelander Coat I think its called. From your pictures there are two different Courser style coats, did not see either when crafting.

      When making my Boston Bandits mod I got feedback that people didn't want stronger items available too early, its something I apply to everything I install now. I have loads of armour mods merged with them locked behind perk requirements for crafting, this makes unlocking stuff like armorer levels more interesting. I would also level when items spawn on NPC's.

      For my version of this mod I'm going to remove everything from levelled lists, I just want stuff for my own settlers, maybe you could have a crafting only version for people that want it. You could remove worldspace edits as the NCR outfit can be crafted and PRP has made such edits the cause of crashing. Stuff like the B-90 should be locked to at least armorer 3 and jetpack maybe science 3. It sounds odd but even simple items like backpacks can have a major impact when playing on survival difficulty, so you don't want them available immediately. 

      As for rebalancing item stats I don't think its really needed. I spotted a bit of clipping in 1st person on the Male version of Rebel outfit, going to check everything so if I end up fixing a significant amount of stuff I will make it available to you.
    5. Mortercotic
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      The courser outfit is not a mistake. It’s a copy of the same armour but wastelander have the scarf and gloves removed so users can use different ones. The courser one is gonna be removed from the crafting system as it is supposed to be only used by coursers if you have that module installed. So since we can craft wastelander coat anyway that’s something to consider. What you see on the screenshots is a mixture of the vanilla levelled list together with pieces of both Mercenary Pack and CROSS Courser Strigidae mods.

      Perk and other requirements it’s something that I definitely will implement to be harder to get. It’s something in the to do list but for this update I was more focus on bring all other new content from before and total new methods. I am also working on a better integration of the crafting system for armour sets and the Uniform Outfits modifications.

      The big change of the last version is that this mod is by standard only an armor with crafting possibility. The levelled list is only active if you use the module tweaks so basically the main file is already a crafting only mod :P
      You are right on certain items to need something harder to get, B90 or backpacks will have requirements and they are already very hard to find in the world (again, only possible by using the modules). It’s still something I will be working and any suggestion is appreciated so thank you!

      It would be great if you can help, is definitely something I will consider for sure. Just let me know. Maybe message me in private on in discord so it’s easier. I have a few planned things to go in the next days so you may want to get ahead before you get into the trouble of checking everything.

      We can talk later!
    6. NexusBram
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      There is a lot of clipping with pipboy on half the outfits so I'll be trying to fix all that, Rebel outfit with no gear is particularly bad.
    7. Mortercotic
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      Oh yes, that’s something out of my league, would really appreciate! :D
  12. seraphael
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    I'm a fan of the latest changes, thanks! With so many moving parts/factions in a single mod, it's certainly good having the option to limit conflicts with other mods. Proliferation to some popular mods is a nice touch as well so more potential enemies will use this.

    EDIT: You don't specifically mention what files from the suggested The Mercenary Tex-Edits mod. 38 in total, so a lot to choose between.
    1. Mortercotic
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      Thanks for the feedback! I hope you have fun with MPR.
      I didn't mention because its a retextures mod and like you said its just so many, its really up to the user.