If you come here with questions on the mod I expect you to have read the description page. Questions that can be answered by reading it won't get a response by me. Another resource would be using your browser's search function (CTRL+F) to search the Posts section for other comments that already cover your concern.
I currently have very little spare time, so I appreciate you doing your own research first. Also, it's always great to see users helping other users.
Hi Dank, question about the INNR, im using weapon fixes mod and NEO seems to overwrite the commonmelee and commongun in the innr. why is that touching weapons when this is an armor mod? just curios. can i remove the weapon INNR data safely?
Primarily for the sake of completeness, so that armour naming doesn't differ drastically (affix order, layout, etc.) from weapon names. It would look weird if you had armour that is named like: Leather Torso | Slimy | Brown | Of Stupidity While your guns' names would look like this: Bent High-Caliber Loud Basic Repeater of Inaptitude
Sure, it's just a simple override of a vanilla form. If you remove the override the game will revert that record to its original state. This applies immediately to new spawned items while those already in your possession you might have to drop on the ground or modify them on a workbench to force them to update their names.
I love this mod and your ECO mod! It’s so nice not Crashing to Desktop when I use the workbenches anymore (Armorsmith Extended, anyone?). Thank you so much for making it! Endorsed 😄
I don't know if I'm clumsy or what's wrong but I have a question and I can't find an answer (English is not my native language) but I understand that NEO is focused more on allowing the use of armor with any garment and making these invisible if you want: Wear a green dress with combat armor stats for example.
What it doesn't do is add the option to improve clothing, right? No ballistics until you do the Railroad. Or is it because this mod does not have that function as it is lighter? Since I read your article about AWKCR's problems, I realized them and completely eliminated it from my life. But of course, accustomed to Armorsmith Extended, I now miss being able to upgrade clothing and other armor in the game. If anyone can enlighten me I will be deeply grateful.
PS: Looking through FO4Edit I didn't see anything that conflicted, but maybe I'm expecting something that the mod doesn't do.
NEO only offers some basic features, to retain the vanilla feel for the most part. If you want to add things on top of it you want to use NEO's sister mod ECO, linked on the description page.
I have all 3 of your mods installed (ECO,LEO,NEO) and for some reason I cannot get NEO to work. Its loaded at the bottom of my load order along with ECO and LEO. Would this also have something to do with the cage on my cage armor not appearing? Thank you.
What part of it isn't working or rather how did you determine it isn't working?
That's impossible to say as that could be caused by a problem with the armour's actual model and/or texture, or it is caused by an issue with the internal records.
Both Cage Armor and Drifter Outfit should be capable of accepting vanilla armour pieces on top of them with NEO. There's definitely something in your load order that prevents that.
You wrote that you load NEO at the bottom of your load order. Is it really the bottom, so dead last or are there patches below it? Usually, when users have that kind of problem and claim they load the mod in question at the bottom they forget to consider and mention patches (including dynamic ones from Complex/Simple Sorter and the like) they have installed that aren't up to date and override vanilla item forms. Those are the most common cause for things not working as intended. Another more unlikely cause could be an instruction set for RobCo Patcher that overhauls the body flags on those items as well. These would have priority over anything in your load order since they apply after everything got loaded from your load order.
I do have PRP, LODs, m8r's Sorter and the Extra Icons for FIS loaded after NEO. What do you suggest doing? I have ECO and LEO loaded before NEO but have ECO INNR activated. For ex: ECO LEO NEO ECO INNR PRP LODs m8r's ExtraIconsForFIS
Your Complex Sorter patch is most likely the culprit. PRP and LODs don't affect ARMO forms but Complex Sorter does and that's almost always the problem when users run into problems with item mods since that patch always sits dead last in a load order. You always have to update your Complex Sorter patch when you install, uninstall and update a mod.
Despite having NEO at the bottom of my LO, than moving it to the top. The layered clothing will not work when I try to wear the knit cap and gasmask along with combat helmets not being able to light up. Unless I missed a step, it would be nice is somebody would tell me how.
That can only be achieved reliably by manually tweaking those armour forms the same way I did with vanilla pieces in NEO. I guess it could be automated to some degree with a FO4Edit script but that would be highly inaccurate and lead to a lot of model clipping.
Not sure if this is working or not, is there something special i have to do to wear my coat over my armor?? it still just takes all my armor off, lmk thanks.
No, if you installed it correctly and don't have a mod conflict in your load order where NEO loses that conflict then there's nothing that could prevent it from working.
Will the bonuses from clothing be summed up (for example, black suit +2 to charisma and on top of it a breastplate +15 to defense that in total will be +2 to charisma and +15 to defense right?
Yes, these bonuses both apply. In general, almost every bonus that is carried by any piece of equipment you have applied to your character is active and stacks, no matter where and how you applied it. The only exception are bonuses that are provided through a (hidden) perk because perk forms can only ever apply once each to any given object (including player and NPCs).
295 comments
I currently have very little spare time, so I appreciate you doing your own research first. Also, it's always great to see users helping other users.
Have a good time and thanks for your support.
why is that touching weapons when this is an armor mod? just curios.
can i remove the weapon INNR data safely?
Leather Torso | Slimy | Brown | Of Stupidity
While your guns' names would look like this:Bent High-Caliber Loud Basic Repeater of Inaptitude
Sure, it's just a simple override of a vanilla form. If you remove the override the game will revert that record to its original state. This applies immediately to new spawned items while those already in your possession you might have to drop on the ground or modify them on a workbench to force them to update their names.
love the new armor/weapon types mentioned in your comment, looking forward to seeing them in game........
What it doesn't do is add the option to improve clothing, right? No ballistics until you do the Railroad. Or is it because this mod does not have that function as it is lighter? Since I read your article about AWKCR's problems, I realized them and completely eliminated it from my life. But of course, accustomed to Armorsmith Extended, I now miss being able to upgrade clothing and other armor in the game.
If anyone can enlighten me I will be deeply grateful.
PS: Looking through FO4Edit I didn't see anything that conflicted, but maybe I'm expecting something that the mod doesn't do.
That's impossible to say as that could be caused by a problem with the armour's actual model and/or texture, or it is caused by an issue with the internal records.
You wrote that you load NEO at the bottom of your load order. Is it really the bottom, so dead last or are there patches below it? Usually, when users have that kind of problem and claim they load the mod in question at the bottom they forget to consider and mention patches (including dynamic ones from Complex/Simple Sorter and the like) they have installed that aren't up to date and override vanilla item forms. Those are the most common cause for things not working as intended.
Another more unlikely cause could be an instruction set for RobCo Patcher that overhauls the body flags on those items as well. These would have priority over anything in your load order since they apply after everything got loaded from your load order.
For ex:
ECO
LEO
NEO
ECO INNR
PRP
LODs
m8r's
ExtraIconsForFIS
You always have to update your Complex Sorter patch when you install, uninstall and update a mod.
LOVE the mod by the way!
Glad you like it. :)
This roboco patch unlocks a option to use the ballistic weave without going to the railroad, should it be okay to use with this mod?