Hey bud, while I can do this myself with some effort, a little QoL patch for this to remove the Gunner's lead from the changes here would probably help some people. I know in SS2 and a few other mods the main leaders of the Gunners either have a custom outfit or a mod that adds one to make the characters more unique. While your patch does that in a really cool way that gives us access to another set of modular armor (cannot overstate how much I love modular armor and appreciate you for adding it so subtly), it makes it so their overall commander is wearing the same armor as these other lesser leaders. It's still cool, and I'll make my own patch, I just figured I'd suggest this for some other less motivated users.
I'm basically downloading your entire library today so in no way am I NOT a fan of your work, it's little QoL stuff like this that ties an LO together.
Try the version I just uploaded. I removed the color remapping index and BoS Matswap changes from the helmet OMODs, but I'm not sure if it'll fix the issue.
Is it just me or is the helmet's UV map... broken?
EDIT: Seems I'm not the only one who noticed: https://www.nexusmods.com/fallout4/mods/74240
This mod would goated if the models shown in the crafting menu were fixed, the helmet got fixed, it had some vanilla-esque matswaps, and the armor meshes changed depending on if they were light, sturdy, or heavy. As it is, it's half of the way there. :heart:
Just curious, i have v1.0 of this mod & v1.1 of the original & without the llist distribution, only the affected npcs. The way i see it, the original mod got updated to come in-line with your first version, while your updates are kind of a downgrade to come in-line with the original's update, ending up being the same initial version in reverse. As i don't care about the llist or the increased level requirement for the named npcs (i would lowered it anyway to be safe for accidentaly spawning the npc with vanilla gear), am i missing something else that the v1 doesn't have?
With v1.0 of my mod, the difference would be the Chest Piece name change ("Riot Armor" -> "Riot Armor Chest Piece"), the cap value change on a leg and arm, the epic entries so the Bosses can spawn with Riot Armor mods (Like Cushioned or Strengthened), and the *slight* reduction of armor on the legs, to follow the same convention as vanilla combat armor (Just 1 less physical and energy DR)
And all the other changes/fixes if i don't update the original Riot mod to v1.3 (i have v1.1). So it works fine for me
Btw checking with fo4edit, there is an entry at the outfit tab "DN109_GunnerBossOutfitTessa", which i guess is gunner named Tessa with the power armor outside Quincy Police Station, connected to your custom LLI_Armor_Gunner_Boss_Tessa & LLI_Armor_Gunner_Boss_2_Tessa. I think the lvl req is 40, i made a check run with a 41 lvl char who never visited the Quincy area before, but she wasn't wearing the armor. Is this a leftover or she can't equip the armor because she wears power armor?
I modified her unique outfit because in vanilla it used a Gunner armor leveled list that I added the Riot Armor and helmet to. Iirc, She's not supposed to use Riot Armor, or at least not the helmet. I'll have to check later.
Tessa won't always wear Riot Armor, she just has an increasing chance of wearing it depending on how many levels you are past 40 when she first loads in the game.
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I'm basically downloading your entire library today so in no way am I NOT a fan of your work, it's little QoL stuff like this that ties an LO together.
They claim the issue is fixed in that version.
EDIT: Seems I'm not the only one who noticed: https://www.nexusmods.com/fallout4/mods/74240
This mod would goated if the models shown in the crafting menu were fixed, the helmet got fixed, it had some vanilla-esque matswaps, and the armor meshes changed depending on if they were light, sturdy, or heavy. As it is, it's half of the way there. :heart:
WhiskyTangoFawks claims they fixed that issue in their newest update (v1.4.1).
As i don't care about the llist or the increased level requirement for the named npcs (i would lowered it anyway to be safe for accidentaly spawning the npc with vanilla gear), am i missing something else that the v1 doesn't have?
Btw checking with fo4edit, there is an entry at the outfit tab "DN109_GunnerBossOutfitTessa", which i guess is gunner named Tessa with the power armor outside Quincy Police Station, connected to your custom LLI_Armor_Gunner_Boss_Tessa & LLI_Armor_Gunner_Boss_2_Tessa. I think the lvl req is 40, i made a check run with a 41 lvl char who never visited the Quincy area before, but she wasn't wearing the armor. Is this a leftover or she can't equip the armor because she wears power armor?
Edit: Uploaded!
MO2
Great job!