Robot Armour Unique effect takes after metal. Double add-on defense bonuses to ballistic and energy. 5% increase to damage taken from explosives instead of 10%.
1.20 Updates Disciple Armours - Raider similar with an additional component called mark of discipline for arms and legs, which lightens armour by 40% and adds DR and ER +10. (All helmets add perception) Pack Armours - Leather similar with a additional 50% buff in explosive protection. Operator Armours - Arms Buff Agility +1 each, Torso Endurance +2, Legs +10 AP each. The spy getup. Spacesuit Armour - Adds +2 buff to endurance, protects against explosives similar to a full leather set, +20 DR and ER. Space Helmet - Adds +1 buff to Perception and Intelligence, Protects mildly against explosives, +20 HP.
Addition of Emperors New Clothes to Robot, Marine, Trapper, Heavy Trapper, Operator, Pack, Disciple Armours.
NW is done and with battousai for further touch up. Merging of older esps, to save esp space and reduce conflict occurence.
1.21 to come New Implant Tier 3 - Blood Purifier Modified Components - Temperature Control + Medic Kits Enhancement to some armour stats. (Operator + Synth). Will need to playtest this a bit more. Additional Components - Disciple and possibly main setup.
Hey, I am having trouble building the Combat AI for the Augment System. Do you know where I can find it/build it, or if I could use console commands to spawn it?
Concealed armours is no longer an option when modifying/crafting armour parts. if i place the concealed armours esp file below this mod's esp files, then i can conceal my armour, but i cannot use any of the add ons. Below is a snapshot of the load order for your mod. Having it in this order, stops concealed armours from working. Could it be because i have the marine armour? i can conceal standard armour and modify it with add ons from this mod.
Invisible armor is already part of this mod. The next variant however will be fully integrate with Custom Combat Armor currently managed by ParasiteX, terrific mod, you should use it. Also update AWKCR and the option to hide with be called something like "Emperor's New Armor" or something like that.
Thats not from AC, ours is supposed to be invisible, you have an override somewhere that changes that, If you have CCA installed there needs to be a patch I think, but you should take a look in FO4Edit and see if in the armor records the Models section has overriden forms, in such a way that the Slot 21 is used differently. http://imgur.com/vAEcpwD The section is called "Models" the Slot 21 is the one that is supposed to be the invisible one if you have something loaded after AC Addon and this is overriden, then that is used instead. For it to work again, IF Slot 21 is used you go to the OMOD section left in the paneand search for one that is called Emperors new Armor, in it you change the Addon Slot to something that isnt in use yet and then in the ARMO section (left pane) you right click on the line with "Models" in it and say "Add" a new NULL form should apear in it, you drag the Emperors new armor into it and change the number to what you used in the OMOD before. You have to do this for every piece of armor that has this problem.
Edit - After trying again, with the current load order etc, i can make standard armour invisible with the emperor's new armour aesthetic ,but it doesn't work with the Marine Armour from Far Harbour. Just tried robot armour, leather armour and raider armour. all parts of raider armour are invisible, all parts of leather armour are invisible but no part of robot armour is invisible. Synth armour is invisible too.
Could the reason why the Marine Armour and Robot Armour are not able to be made invisible, to do with the fact that they aren't in the ConcealedArmours.esp? i know very little about FO4Edit, but from looking at the ConcealedArmour.esp i can see that only vanilla-type armour is listed, eg Raider, combat, synth etc
Concealed Armor esp isnt necessary anymore it is completely integrated with the Emperors New Armor, the problem with DLC armors is that we havent set them up for that yet, so basically there shouldnt be any change when installing it. Once PeterChin has completed his additions for the Nuka World plugin, I will set that up and update everything so it should work. He told me he most likely will make it tomorrow and it will take me a couple days to set it all up properly.
So in all instances it shouldnt take more than 2 weeks! for the update to be completed, if that then will still have issues we can take a look.
no you do not. its a remnant of an earlier version^^ the next update will be clean and provide a seamless experience with CCA, I mihgt make one without it but i haven't decided yet.
For now, the marine armours, trapper, robot armours do not have concealed armours yet.
will need to update that for release with the invisi nif files, which should be available in update 1.20.
Edit : i've just completed those links, as well as finalizing the NW stuff. (Will also have concealed armours) so no alphabet update but instead as a full launch. should be up on sunday.
Still can't get emperors to apply properly on marine armour. (It works fine for synth armour though.) I'm running 1.3 -- is it supposed to be functional yet?
Is this mod compatible with Unified Clothing Overhaul? Or are their any plans to implement similar functions in the future? Strong, Dogmeat, Nick, and Codsworth being able to have hats, Nick being able to wear clothes, that sort of thing? Thanks.
Thank you for the reply. I definitely prefer your mod, and that it uses AE and AWKCR as it's base. If I might make a request I think overhauling the companion equipment system is a good next step. That's one benefit of UCO (Clothing and hat restrictions removed from Strong, Nick, Cosdworth, and Dogmeat). But either way I love this mod keep up the good work.
The next update should be done by the weekend, PeterChin will be using the beta file i uploaded to make the Nuka World Stuff and then upload the thing as a download altogether.
ahh thanks, looks like I got some major artifacts from the HD texture mod glitch that scramble a bunch of the vanilla shack peices so I will be deleting and reinstalling fallout 4 anyway.
Ok. I got crush when i try to select any of my marine armor piece. Everything else works fine. And yes i dont use any other mod that change armor upgrade's.
I use last vesrion of awkcr edit: Start new game and everything is ok now...hm. By the way can you make compatibility patch to Immersive-Gameplay mod? Just Increase DR and ER and it shoud work fine.
Does this 1.19 version work fine with CCA 3.3? I mean, Can I simply overwrite the esp file with the one you provide without any unnintended effect? Thanks for the good work, by the way!
just gonna wave a flag, with the armorsmith combined dlc - armor categories pulls an error in loot for AE Far Harbor. not a big thing since I can run AE Far harbor esp beside the combined dlc, still it would be nice to free the esp slot...
Ok temporary there will be a file for FH which depends on the ASE All DLC Patch, BUT that will be taken down as soon PeterChin is done with Automatron and Nuka World stuff which should be soon.
220 comments
Robot Armour Unique effect takes after metal. Double add-on defense bonuses to ballistic and energy. 5% increase to damage taken from explosives instead of 10%.
Helmet additional unique effects
Assaultron - +5% critical hit chance.
Eyebot - +1 Perception
Sentry bot - +1 Endurance
Mechanist - +1 Intelligence
1.20 Updates
Disciple Armours - Raider similar with an additional component called mark of discipline for arms and legs, which lightens armour by 40% and adds DR and ER +10. (All helmets add perception)
Pack Armours - Leather similar with a additional 50% buff in explosive protection.
Operator Armours - Arms Buff Agility +1 each, Torso Endurance +2, Legs +10 AP each. The spy getup.
Spacesuit Armour - Adds +2 buff to endurance, protects against explosives similar to a full leather set, +20 DR and ER.
Space Helmet - Adds +1 buff to Perception and Intelligence, Protects mildly against explosives, +20 HP.
Addition of Emperors New Clothes to Robot, Marine, Trapper, Heavy Trapper, Operator, Pack, Disciple Armours.
NW is done and with battousai for further touch up. Merging of older esps, to save esp space and reduce conflict occurence.
1.21 to come
New Implant Tier 3 - Blood Purifier
Modified Components - Temperature Control + Medic Kits
Enhancement to some armour stats. (Operator + Synth). Will need to playtest this a bit more.
Additional Components - Disciple and possibly main setup.
Edited 23/10/2016
http://imgur.com/a/6H83A
The next variant however will be fully integrate with Custom Combat Armor currently managed by ParasiteX, terrific mod, you should use it.
Also update AWKCR
and the option to hide with be called something like "Emperor's New Armor" or something like that.
http://imgur.com/a/fhR2j
http://imgur.com/vAEcpwD
The section is called "Models" the Slot 21 is the one that is supposed to be the invisible one if you have something loaded after AC Addon and this is overriden, then that is used instead.
For it to work again, IF Slot 21 is used you go to the OMOD section left in the paneand search for one that is called Emperors new Armor, in it you change the Addon Slot to something that isnt in use yet and then in the ARMO section (left pane) you right click on the line with "Models" in it and say "Add" a new NULL form should apear in it, you drag the Emperors new armor into it and change the number to what you used in the OMOD before.
You have to do this for every piece of armor that has this problem.
http://imgur.com/a/Pa0vO
I still can't get my armour to be invisible.
Edit - After trying again, with the current load order etc, i can make standard armour invisible with the emperor's new armour aesthetic ,but it doesn't work with the Marine Armour from Far Harbour. Just tried robot armour, leather armour and raider armour. all parts of raider armour are invisible, all parts of leather armour are invisible but no part of robot armour is invisible. Synth armour is invisible too.
http://imgur.com/a/ZfurE
Once PeterChin has completed his additions for the Nuka World plugin, I will set that up and update everything so it should work.
He told me he most likely will make it tomorrow and it will take me a couple days to set it all up properly.
So in all instances it shouldnt take more than 2 weeks! for the update to be completed, if that then will still have issues we can take a look.
will need to update that for release with the invisi nif files, which should be available in update 1.20.
Edit : i've just completed those links, as well as finalizing the NW stuff. (Will also have concealed armours) so no alphabet update but instead as a full launch. should be up on sunday.
No it won't be compatible without a patch, it also would conflict with armorsmith, so gambit would also have to patch his mod for it.
edit: Start new game and everything is ok now...hm. By the way can you make compatibility patch to Immersive-Gameplay mod? Just Increase DR and ER and it shoud work fine.
will use patch.