Не могли бы вы сделать мод задание на нахождение остатков брони Frank Horrigan из Fallout 2? Я считаю что такая броня должна быть в единственном экземпляре )). Например ученные анклава проводили исследования разрушенной нефтяной платформы, и подняли труп Frank, но не довезли до запасной базы и утонули в окрестностях Boston. Или например их убили супермутанты и их главарь ( враг Strong) теперь пользуется броней Frank.
К сожалению мод Tumbajamba у меня не работает.Не появляется рецепт изготовления брони на версиаке.И AWCAR тоже не работает.Любые верстаки изготовленные после установки AWCAR не отображают улучшения и рецепты.
I couldn't find that mod, so I'm not entirely sure. I think the armor pieces will cause clipping when you use a different body for supermutants. if that's the case, Outfit Studio will allow you to fix that. I recommend using the "clones" or the "smooth" version which adds the entire collection. This includes the underarmor which replaces the body. That will restore the base body shape for supermutants and allows you to add the armor pieces from this mod here without clipping. If "Hulk Super Mutant" is a retexture, I don't think that will cause a conflict.
Hello, how are you? Sorry for the inconvenience but could you please change Strong_power armor.esp to strong PA.esp the file: Strong's Power Armor Leveled Lists Addon. I look forward to your reply!
I don't understand what you're asking exactly. Do you mean that the Leveled Lists Addon has a missing ESP error? I already made a fix for that for the main files, and for some reasons, the leveled lists addon works for me. Did i really miss something there?
Exactly. The levels in the mod list think I don't have the Strong_Power Armor.esp mod but in reality it's strong PA.esp and I do have it. I first put the main file of your mod, then this one and finally the fix. But it only changes the main mod, it does nothing with Strong's Power Armor Leveled Lists Addon. To make you believe what I'm telling you, I leave the image here for you to see: https://imgur.com/a/M7vVsoX
Thanks for replying and for your time, I'm really sorry for the inconvenience, I would do it myself but, I don't know how to use the creation kit.
The person who has to say sorry for the inconvenience is me. Alright, i will hide the mod for a couple of hours (maybe minutes, i have no idea) and will integrate the fix into the main files and will fix the Leveled Lists Addons. I changed the name of the original mod and forgot about that. It was really stupid to not check that before publishing a mod that uses this mod as a foundation. it's really odd that nobody mentioned that the Addons are also broken.
Don't blame yourself please, these are mistakes that can happen to anyone, I understand that and no one should blame you for it. You are different from other modders, at least you respond to comments and fix the problems with your mods, not like others who quit and don't fix anything. I appreciate that very much, for that, I am very grateful to you. Thank you very much for your great work, please keep it up. Take care and greetings.
Thanks for your kind words. I think many mod authors don't care about that because it is free content. They think that it is something the consumers aren't supposed to criticize or something. That's understandable and not factually wrong, but i don't want to behave like that. Adding a broken mod makes the game worse, and i don't want to make anything worse. I hope everything works now. Take care of yourself too.
Hey man, could you please make a mod that replaces all Supermutants/Mutant Hounds/Behemoths with randomly spawned mutants from a mod called "Techno Mutants"? It would be pretty neat to have an option to fight these things over your typical mutants, as well. At the very least, for an alternative option to the Supermutant armor mod, anyway.
The mod description says that it adds a new faction, so Techno Mutants should already spawn randomly on top of normal Supermutants. If that's correct, then there is nothing for me to change there. To be honest, i have no interest in that mod, because it looks so weird (maybe still well-made, but not what i call something for my taste). So sorry, but no.
That's unfortunate. However, It's only certain parts of the map they have to spawn, so hand placed locations, which is why I asked. Yeah, it's a weird mutant replacer mod like you said, but different, and that's why I asked if you'd give a replacer a try since mutants greatly lack mods that deal with adding new class types.
Why do you ask such a silly question? You can literally preview the content of mods. There are no assets from the original mod in my mod. I only added a new texture that's unique to Strong's outfit. Also: why would the original mod be a requirement if i took the assets?
There's a bit of a bug that says Strong_Power Armor.esp is missing when I already have the mod is installed. Maybe change the name as tumbajamba's mod is called Strong_PA.esp
Oh, right. Maybe i changed the name of Tumbajamba's mod before i made this mod here, so i forgot about that. Because nobody else mentioned that, i assume that it works somehow for the other guys. I will make an optional file that contains the repaired ESP. I'm sorry for that inconvenience.
Thank you so much for creating this mod, you have no idea how long i have waited for a mod that replaces the ugly vanilla Super Mutant armors. Tumbajamba's Strong PA mod makes Super Mutants look like they mean business, like the original ones from Fallout 1. I just wish this armor would work well with the West Coast and DC Super mutant replacer mod
I'll see what i can do. It seems like that mod adds new textures for Supermutants. Armor appears to be untouched. I probably only have to create a patch for leveled lists. But lets see.
I never thought you would respond to my comment, thank you so much! Take your time, yes that mod does change the meshing of Supermutants with new ones. Mainly the head part. But i believe the body shape is still the same so the PA armor wouldn't clip, i think.
I just checked DC and West Coast Supermutants. They already can spawn with the Power Armor pieces. The helmets won't spawn on them which is good because they cause clipping in the forehead. So you can use this mod here with DC and West Coast Supermutants in tandem. There is no conflict. Do you use my Bear Hats mod? If yes, i made a patch for that. It allows Supermutants and Nightkins from DC and West Coast Supermutants to spawn with Bear hats too. The Bear Hats are much larger and don't cause clipping.
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К сожалению мод Tumbajamba у меня не работает.Не появляется рецепт изготовления брони на версиаке.И AWCAR тоже не работает.Любые верстаки изготовленные после установки AWCAR не отображают улучшения и рецепты.
I look forward to your reply!
Exactly. The levels in the mod list think I don't have the Strong_Power Armor.esp mod but in reality it's strong PA.esp and I do have it. I first put the main file of your mod, then this one and finally the fix. But it only changes the main mod, it does nothing with Strong's Power Armor Leveled Lists Addon.
To make you believe what I'm telling you, I leave the image here for you to see: https://imgur.com/a/M7vVsoX
Thanks for replying and for your time, I'm really sorry for the inconvenience, I would do it myself but, I don't know how to use the creation kit.
Tumbajamba's Strong PA mod makes Super Mutants look like they mean business, like the original ones from Fallout 1.
I just wish this armor would work well with the West Coast and DC Super mutant replacer mod
Take your time, yes that mod does change the meshing of Supermutants with new ones.
Mainly the head part.
But i believe the body shape is still the same so the PA armor wouldn't clip, i think.