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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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!
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.
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!
63 comments
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.
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.
Quick question.... How do you craft the armor plates?
I tried in the armor workbench however it comes up as "dont have requirements"
Thanks!
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!
Hawthorne and Absalom are good suggestions, I'll keep those in mind for any future updates.
Cheers!