About this mod
Captain's Power Armor Pack currently suffers from a fatal bug which prevents 12 out of the 27 paint jobs it adds from functioning at all! This is a simple override mod to correct the broken records.
- Requirements
- Permissions and credits
Simply install via MO2 or Vortex and load anywhere after CUPAPP.
How it works and what was broken:
For all the paint jobs which require all pieces of armour to have matching paint in order to work, CUPAPP checks this by having the OMOD add 1 to the value of a certain actor value when it's applied. An enchantment attached to the armour pieces then checks that the total value of the AV is 6 before applying the magic effect that actually gives you whichever bonus the paint applies.
For reasons unknown, every OMOD which references the custom actor values the mod uses to track how many pieces of armour are painted has broken records in the portions which increment the AVs. This means that the paint works in every other way, except it never properly reports to the enchantment that a piece of armour has been painted. Because the enchantment never gets told when all the pieces are painted, the effect is never triggered and the paint jobs remain strictly ornamental.
This bugfix simply edits the broken OMODs so that they use valid addresses for the custom AVs.
You will probably need to reapply the paint jobs to any piece of armour that already had them in order for this mod to have an effect. This is a weirdness of how Bethesda games handle OMODs and can't really be worked around. Just change the paint jobs for any pieces of armour you'd already used a CUPAPP paint on, then change it back to the paint job you want. This will force FO4 to read the correct information from the mod and apply it. If it doesn't seem to be working, make sure you've repainted every piece you're wearing.
Strangely enough, two existing Creation Club mods also suffer from the exact same bug, which suggests that there's an underlying tool issue at play.
Because the only changes it makes are to fix broken references to records within CUPAPP, it should be compatible with all other mods, as well as future versions of CUPAPP, assuming the bug is not corrected by the time one is released.
As a bit of trivia, the following armour pieces share AV checks and can be mixed and matched:
CUCFO4001_PA_Detection_AV
- Halloween Jack'o Lantern Paint
- Black Bird Paint
CUCFO4001_PA_MovementSpeed_AV
- Nuka Quantum Paint
- Nuka-Cola Paint
CUCFO4001_PA_ExplosivesDamage_AV
- Armor Ace Paint
- American Patriot Paint
CUCFO4001_PA_AlcoholBoost_AV
- Nukashine Paint
- Nuka Dark Paint
CUCFO4001_PA_EnergyDamage_AV
- Enclave Paint
- Blood Eagle Paint
Additionally, all pieces of armour which use the base game's actor values to apply effects share one AV. This means that all base game and CUPAPP armour which modify Charisma/Strength/Endurance/etc can be mixed as desired.