421 comments

  1. DankRafft
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    I currently have very little free time and really appreciate if you do your research first before asking your questions below. I expect you to have read the description page (and relevant articles) first. I will not answer questions that arise from ignoring those resources.
    Above you can find the "Search comments" function, specific to the posts section. Also, you always have the option of using your browser's search function (CTRL+F) to search any other page on this mod site for answers. If that doesn't lead to a satisfactory result, post your question below. Other users may also be able to answer them.

    I wish you a good time and thank you for your support.
  2. hakinaro
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    Just wanted to check is the Eli armor part updated for the 2.1 update of that mod?.
    1. DankRafft
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      This mod's extension for EAC was created for EAC v2.1.
    2. hakinaro
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      Cool thank you very much.
  3. Deshebist39
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    Before installing the CROSS_BrotherhoodRecon mod, I would like to know: is there no conflict with your mod? I will
    be able to create clothes on vanilla chem workbench and modify clothes on vanilla workbench for armor? Or will I need a special patch?
    1. DankRafft
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      Yes, no conflict. NEO only covers vanilla items.
  4. tsudemoman
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    Will it fine if i use this mod with mod "Liberty Reborn - Ultimate Edition"?
  5. AlexintheVerse
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    hello question about Eli's EAC tweaks you have. is there a separate plugin by chance with the tweaks you made or is it only applicable to using NEO/ECO? 
    1. DankRafft
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      It is separate and doesn't require anything other than EAC.
    2. AlexintheVerse
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      hey, thanks for the reply.
      do i have to pull it out of NEO or is there a page for it, i looked and didnt find a page
    3. DankRafft
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      Just install it with your mod manager and only select the options you want from within the installer. If you just want the EAC plugin then only select that one.
    4. AlexintheVerse
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      perfect thaks
  6. gabizinha
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    Hi, i'm looking for a mod that works like the 'ANY ARMOR' https://www.nexusmods.com/fallout4/mods/12421

    I cant find any, and I think yours didnt work, to use outfit with chest pieces (leg, arm parts etc) hidden by default. I would like to always wear my outfits and the pieces equipped being hidden.

    I am missing that option on your mod?

    thank you
    1. C2991
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      Having the same issue too
    2. DankRafft
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      and I think yours didnt work, to use outfit with chest pieces (leg, arm parts etc) hidden by default.
      The features described on the description page (incl. hiding individual armour pieces) do work. In case you're expecting it to apply automatically to any piece of armour then I suggest you go and read the description (again). You have to actively enable that feature.
  7. stefan88ita
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    Hi I had look through all comment section so as a total noob I would like to have a confirmation about this mod to must be used with eco redux or not? 
    1. Grundz
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      Did you try reading the very first thing on the description page?
      ECO Redux is the current version of ECO. It saying ECO means ECO Redux.
  8. BlazeStryker
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    Out of morbid curiosity, I wondered if the color swapping (not necessarily the specific shades as that may be intellectual property theft) used in UCO could be added to NEO.
    1. DankRafft
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      I'm not sure I understand. Is your question whether it is possible to make NEO compatible with UCO in order to use its set of features or is it about implementing a colour swapping framework similar to UCO's into NEO? The answer to both would be Yes, just the details are different.

      Compatibility:
      It would require a very extensive patch, just like the one for AWKCR. That would be a lot of tedious and boring work.

      Framework as new feature:
      It would require the addition of a bunch of keywords and other forms just so that another mod, which aims to actually implement additional colours and materials, may or may not make use of it.
      BUT that would be kinda nonsensical since it would be just non-functional dead weight until such a mod is created. And even if it would be created, that new feature would remain dead weight for all users who don't want to use that mod, similar to AWKCR's feature set. It would be way easier and more reasonable for such a mod to also include the couple of changes from NEO, either via patch or standalone, instead of the other way around, creating another "AWKCR Light".
      It would also go against one of my goals for NEO, to be as lightweight as possible while having the primary features bundled fully functional in one package.
  9. Robotdestroyer1
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    i want to ask what happened to the articles as they're no longer accessible
    1. DankRafft
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      There was only one article and that one caused a lot of drama and lead to multiple people being attacked personally on both "sides", both on the article itself and over on reddit (and in Discord as I was told). I neither have the time nor will to deal with any of that, thus Nexus moderation was informed and the article was hidden.
  10. Deshebist39
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    I suggest reducing the ballistic weave for hats. It cannot be that a fedora (and any other headgear) has a level of protection higher than an armored helmet.
    1. DankRafft
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      Vanilla weave is universal, which means that it has the same stats no matter the piece it is applied to. In order to change that I'd have to rework he entire weave system and each and every equipment piece it is meant to applied to. And then patches for other mods would become even more of a necessity. That is way beyond the scope of this mod.
    2. DankRafft
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      Now that I think about your concern again, I think you either confused something or have a mod conflict in your load order. NEO removes the weave slot from the couple of headgear pieces that have a weave slot in vanilla, like the one on the Battered Fedora. So, you shouldn't be able to apply weave to any vanilla headgear. And if you do, while running NEO, you're experiencing a mod conflict where NEO loses to another mod in your load order.
    3. Deshebist39
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      1.
      I don't know the logic of the game makers Bethesda.

      There are 4 fedora hats, but only one has ballistic weave. Why is that?
      There are two minutemen hats: a minutemen hat and a militia hat. They do not have ballistic weave. Why is that?
      Why is there no ballistic weave on the gray knit hat, on the beret, on the bowler hat, on theTriggerman bowler, on the ushanka hat, on the Field scribe's armor? And Ets.
      Why is there no ballistic weave on the knit Far Harbor hat and the cowboy hats of the Nuca-World?

      Very good and logically correct - the mod adds ballistic weave to the Brotherhood of steel's clothing.
      But, why is there no ballistic weave for the clothes of Far Harbor and Nuca-World?

      I have the confidence, and you have the ability (skill) to fix it - add ballistic weave to clothing and hats.
      A patch that does this would become popular.

      2.
      You answer: there is no “technical” way to separate the ballistic weave figures separately for clothing and separately for hats.
      That makes me a little sad.
      A soft hat with kevlar-threads will have a DR of 110+110, while a hard, special army helmet will have a DR of 10+0, and a special battle armor helmet will have a DR of 15+15 (at max).
      We live with this nonsense.

      Translated with DeepL.com (free version)
    4. DankRafft
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      I have the feeling that we talk past each other.

      I have the confidence, and you have the ability (skill) to fix it - add ballistic weave to clothing and hats.
      NEO already applies the ballistic weave slot to all vanilla (incl DLC) clothing pieces, and removes it from the couple of headgear pieces that have it by default for whatever reason.

      You answer: there is no “technical” way to separate the ballistic weave figures separately for clothing and separately for hats.
      This is not what I said. It is technically possible and fairly easy to do but it is beyond the scope of this mod. NEO allows application of weave only to body clothing pieces (under-armour). Thus, there's no need to tweak it so it makes more sense to also have it on headgear or other misc equipment.
    5. Deshebist39
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      All vanilla clothing is modifiable.
      All caps/hats vanilla are not modifiable. The armor workbench can't see them.
      In my game it is.
      And I don't know why.

      PS: I apologize - I'm late in responding - we're having a power outage.
      But I have unlocked the “Survive the arrival of an intercontinental ballistic missile” achievement. Ahaha.
    6. ThisIsMe84
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      @Deshebist39
      First let me state that my opinion is not worth more (or less) than yours. Next I'd like to provide some feedback on your feedback.

      I'm currently using all of DankRafft's exceptionally well crafted frameworks : NEO, ECO, LIF and LEO. I use them because I used different frameworks years ago, which had patches over patches over sometimes outdated patches, leading me to endless headaches.

      Currently I have a modlist that has now grown up to 900+ mods, built around SS2, AR2 and tons of addons (factions, weapons, power-armors, clothes, etc., no surprise here). Each time one of DankRafft's frameworks gets an update, I'm like taken by a sudden doubt when clicking on the button leading me to the page. Will there be patches needed ? Will something drastically change ?

      Hats getting military-class weave, outclassing some combat helms, is dumb design. I absolutely 100% agree with you. However that's Bethesda's design. Vanilla, which is precisely what these frameworks are about.

      There are mods which change how many slots or upgrades an item can get. There should be mods too which remove weave from hats, equalize them or do what you'd like hats to do in FO4. But please let's not start adding stuff inside these beautiful frameworks (beyond bugfixes like today's update) that compromise consistency and compatibility with Vanilla and most mods out there.

      Because if that happens, the appeal of frameworks like NEO would instantly vanish into nothingness for me. I'd rather play Vanilla than dealing again with patches that I'd need to chase down from dozens of different pages on the Nexus, or find out in-game that something inexplicably doesn't work the same than the rest.

      I hope this does not come out as offensive. It's just my side of the coin, as I said, my feedback. And I hope you're safe wherever you are.
    7. korumil
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      I was very surprised to find that you removed ballistic weave from headwear. For people that are using no/light armor, that's a rather major balancing change and it's not mentioned in the mod description.

      The only reason I installed NEO was the invisibility option and I didn't have access to ballistic weave at the time. Finding out much later that NEO screws up headwear was a very unpleasant surprise.

      I very strongly disagree with people claiming ballistic weave on 2 slots is somehow unbalanced. You can easily get 1500 DR with Power Armor, even 2 sets of ballistic weave is a very small fraction of that. Caps/fusion cores are very easy to farm. With a few ranks of stealth perks, there is pretty much no downside to Power Armor, except for aesthetics.

      I fail to see an in-game argument that a helmet should be superior to ballistic weave headgear. If ballistic weave were to achieve an even impact distribution/mitigation, it's very plausible that it could be far superior to conventional headgear.
    8. Deshebist39
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      1. I did not remove the ballistic weave from the hats. It doesn't work for me game.
      2. I don't use power armor. (The exception being two trips to the Glowing Sea.) My power armor collection is covered in dust in the museum. When I got level 60, I took off even light combat armor.  I travel in 80 ballistic weave clothing + light leather legendary armor for additional bonuses. I swear - I don't understand the reason people use power armor. I guess they just like it.
      3. “I fail to see an in-game argument that a helmet should be superior to ballistic weave headgear.” As someone who has a relationship with the military, I can't read this without facepalm - sorry.

      Translated with DeepL.com
  11. Gach0mpez
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    Hi author, I'm not sure if this has ever been mentioned before but the invisible paint doesn't work "correctly" with the Commando Helmet. The invisible paint makes the helmet disappear but left the character bald. So I wonder if you can add this fix to the invisible paint for helmets in general.
    1. DankRafft
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      I'm not sure if this has ever been mentioned before [...]
      Oh, it has been mentioned many many many times, both by me on the mod's description page (especially in the FAQ section), and by people that didn't read the information provided, every couple of days/weeks since the day of the release of this mod.

      I can't implement the "fix" you suggested because it isn't actually a fix for the specific problem you have with NEO's implementation but an invisibility option implemented in a fashion specific to the Combat Helmet. NEO's invisible paint is universal and can be used for each and every piece of equipment the exact same way, for as long as an item has the vanilla Paint slot.
      You're not meant to apply it to helmets. That's why the workbench mod for the Invisibility Paint says the following...
      Depending on the item applied to this might lead to invisible body parts.
      ...while the description page (FAQ) explains the Why in detail. I don't know how I can make that more clear if people refuse to read and try to comprehend even one line of text.

      If I'd implement something similar to that other mod, I'd have to redo that whole system, strip out the old one, and replace it with an option specific to every item that is meant to have it individually. I'd also have to override a bunch of additional data in the process, and create a ton of additional patches to make that new system work with other mods that modify the same pieces of equipment. That won't happen.
      I had that in a previous iteration of the mod (including the old ACO) but it had many flaws and thus was replaced with the new system, which also has downsides but ones I prefer over the old system's ones.