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DeathByPewPew

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DeathByPewPew

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63 comments

  1. Cernwn
    Cernwn
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    Thank you DefaltTheFixer and DeathByPewPew for this mod! It really does a great job of adding a more modern merc or S.T.A.L.K.E.R. vibe to Fallout 4. While it might be too modern and thus immersion breaking for some, personally use it in combination with Tactical SWAT Armor Replacer for security forces (Diamond City, GoodNeighbor, Vault-Tec).

    My only suggestion: might want to lower the one piece full body armor (hereafter referred to as onesies lol) values to be more in line with unmodded Sturdy Combat Armor or equivalent as the top-of-the-line armor. As is, the onesies are OP. Just my two cents, take it or leave it.
  2. Ayyylmao007
    Ayyylmao007
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    Thank you for making a FOMOD for this mod. I have certain mods that change specific NPC types and I really just wanna overhaul the NPCs travel guys with the armors by DTF, the covenant guards, and random scavengers.
    1. DeathByPewPew
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      You're welcome!
  3. danebibar123
    danebibar123
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    Hello does this mod initiate or spawn while I am mid game in my save file?
    1. DeathByPewPew
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      I think you're asking if you can install this mod mid-game? It's usually best to start a new game if you're going to add or remove mods. Regardless, if your game has already spawned a given NPC, then it would have assigned it an outfit (not from this mod). If you encounter NPCs that have not previously been spawned (and do not have the persistent flag set on them), then the game would assign outfits from this mod.
  4. EnsaRean
    EnsaRean
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    Is this mod compatible with More Armor Slots? I have found some outfits but I can't equip body pieces on top.
    1. DeathByPewPew
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      Sorry, I don't know much about that mod (More Armor Slots). My mod here only assembles outfits, and the actual armor and clothing is provided by the modder's resource Mercenary Outfit Pack.

      I suspect More Armor Slots works by ignoring the regular/vanilla restrictions of body slots, but which ones can be ignored depends on the types of slots occupied by the armor and clothing in question. So, the answer is likely "it depends," specifically it depends on the design of the armor/clothing that you're attempting to equip.
  5. mickeydundee
    mickeydundee
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    Love the mod!

    Quick question.... How do you craft the armor plates?
    I tried in the armor workbench however it comes up as "dont have requirements"

    Thanks!
    1. DeathByPewPew
      DeathByPewPew
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      As noted in the description, I've disabled crafting on everything. This is to prevent infinite resources due to the way the recipes were set up by the mod author.
    2. Duckminh0310
      Duckminh0310
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      what do you mean exactly? because i can still see the mercenary crafting section in the chem station
    3. DeathByPewPew
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      Is that mercenary crafting section populated with any entries? My edits make it so that it's not possible (won't show up) for you to craft any of the outfits. If you are seeing something, you have a mod conflict somewhere.
    4. TheF1end
      TheF1end
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      Would it be possible to somehow change it so i can craft them and have them on npcs? I can use xedit, so really im just asking for a how, rather than an actual change in the mod
    5. DeathByPewPew
      DeathByPewPew
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      This mod already distributes the outfits to NPCs. But if you're asking if you can re-enable the crafting recipes so you can create them and put them on yourself and companions, then you would need to open up my patch in xEdit and delete my changes to the COBJ records so that they can be crafted again.
  6. SuperTipoMan
    SuperTipoMan
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    I like the idea not sure about Goodneighbor Guards, I like their gangster vibe. 
    1. seraphael
      seraphael
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      If this was a FOMOD with optional LL integration it would never leave my load order. As is, it sadly touches on too many disparate factions and causes too many conflicts in games already populated by faction mods.
    2. DeathByPewPew
      DeathByPewPew
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      Um, there is a FOMOD provided...
  7. uruneaw
    uruneaw
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    this mod is perfect, love the outfits, is there a possibility to add the outfits for vendors?
    1. DeathByPewPew
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      Sorry, no, not planning on adding the outfits to vendors.
  8. 8HAPPYFUNBALL8
    8HAPPYFUNBALL8
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    Great mod! Question - I'm noticing that scavengers only have pipe pistols now. Is that intended?
    1. DeathByPewPew
      DeathByPewPew
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      My mod doesn't change the weapons that the NPCs use, only their outfits.
  9. mikezorz13
    mikezorz13
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    Excellent, although for my playthrough i left the trunk with the outfits cause i chose Caravan Guards, Edward Deegan (A MUST! ), Parsons Mercs & Covenant Guards. Playing with Covenant Peaceful Solution & not being a murdering psycho, my only chance to get some of the items would be when the Parsons mercs die during the Cabot's questline. Reduced the items in the trunk from 20 to 3 though. 

    Any example for the Misc Guards option? My guess would something like Dreth's gunner mercenaries or Smiling Larry's, but as a random encounter is a bit hard to check it.

    Suggestion: Hawthorne (something subtle, he is retired) & maybe Absalom to make the encounter a bit more challenging.

    Amazing job, endorsed! 
    1. DeathByPewPew
      DeathByPewPew
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      Thanks, glad to hear you're enjoying it!

      Hawthorne and Absalom are good suggestions, I'll keep those in mind for any future updates.
    2. mikezorz13
      mikezorz13
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      Nice, and something else that i just noticed, all the Parsons merc are wearing the outfits, except their leader, Maria (she is still in full combat armor). I think you have to do it separately like you did with Manny for Covenant. 
    3. DeathByPewPew
      DeathByPewPew
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      Thanks, I'll make a note to look into that in the future.
  10. cali1013
    cali1013
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    Hi PewPew, this is a nice redistribution you have here and really interesting how its pretty balanced. Can you allow this mod's perms to be ported over to consoles? thanks!
    1. DeathByPewPew
      DeathByPewPew
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      I've updated this file's perms to allow for others to port it to console as long as credit is given. However, as my mod requires Defalt's mod (which does appear to be available for consoles), that requirement would also need to be noted, of course.

      Cheers!
    2. cali1013
      cali1013
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      Thanks! Yes the mod by defalt is up on beth.net linked here https://mods.bethesda.net/en/fallout4/mod-detail/4287955. Will process the porting and will give due credit of course. Thanks again for your lovely work!