No, there are no plans to make this AKWCR compatible. Sorry! From my understanding, that mod is a bit buggy and unstable for save games so I've opted not to
not sure why but the battlecoat doesnt spawns anyone knows why? or is it becouse i use the brotherhood armor collecton mod that changes maxsons battlecoat?
No clue. I would first redownload and download it again. From there, I don't know. As this item is NOT overriding and is separate from the original Maxson jacket, there should be no conflicts at all.
Awesome mod, really love the battlecoat as it goes really well with my America Rising 2 playthrough. However, as I am using the Pip Boy 2000 mod that replaces the wrist-mount Pip-boy with a handheld one, in 1st person mode part of the forearm where the pip-boy was is now missing. Is there any way to fix it?
Do you happen to have an idea of what mods could cause conflict with this one? I was trying to fit it into a modlist from wabbajack, even disabled every other plugin yet it still somehow has the body go missing when I try and equip the armor
It adds a new entry and doesn't overwrite anything so there should be no mod conflicts. It may be possible that if you unarchived and have loose files, that would create an issue, but there should be no problems. I may just have to reupload and repackage the mod's material files to ensure that it's all good.
I managed to get it working. I put the two BSA files, Main and Textures into the archive tool, extracted them into mesh, materials, and texture folders, and when all were present in the overwrite directory in that form and not in BSA form it was able to work perfectly.
I should elaborate on this, when I downloaded your mod on a fresh clean Fallout 4 using an instance with MO2, it worked fine with the BA2 files just as is. When I tried adding it to the mod list and in either its own mod or in the overwrite section, that was when it seemed to be searching for things in mesh/material/texture folders instead of BA2 files. The only reason I tried this was because I had heard from searching the issue something like this happening with other armor mods and through their details of fixes saw that they had folders instead of BA2 files, I didn't think it would make any difference but apparently something can be quite fickle in where it goes looking for the references for components of the mod
Unfortunately I think it's just a side effect. If I understand it correctly, it's part of how the "weight" of the outfit behaves. Additionally, it's also meant for the vanilla PC models and not mod-bods. So if you're using CBBE (or variant of) or ZaZ, you may likely have clipping issues.
I love this coat. I'm playing on the XSX, and i've been waiting forever for someone to put up this coat without the crappy fingerless gloves. Cant' begin to tell you how many mods i never went with because the outfits had fingerless gloves attatched.
Anyway... just want to tell you that i tested it out the other day when it was ported over, and it worked great. I won't be using it though because i play strict survival playthroughs, and the stats have been changed on this. It was 50 dmg resistant which was allowable for me due to the original vanilla coat offering the same thing... but after the latest update on it it's been bumped to 100 dmg which is too much for me to start a game off with. i want my stats to have been built from scratch, and not given to me. Great mod though!
May I suggest using the Enclave Officer's outfit as an alternative now? I adjusted the stats with the idea of using it alongside America Rising 2. As you start out, you will be a Lieutenant (and I assume you become a higher rank later in the mod. I haven't gotten that far yet!) So I made the stats to feel comparable to your rank climb. I only play survival and I thought about the stats. But the battlecoat should be an alternative to the Colonel's outfit or even General. For now, I use it on Vermillion Frost, since her backstory includes her being a former Enclave general and she already wears Maxson's coat.
I would suggest the Enclave Officer's outfit until about level 40/50-ish when you're finding heavy armors pretty regularly.
Magnificent idea for an enclave outfit, have you ever considered making optional downgrade to to remove the coat? Also love that you improved the E with stars on the hat, looks so much better, clear and pops. That's a nice detail change that makes me want the hat to be craftable or respawnable ( Might just download a item cloning mod to added to be able to add those hats to Enclave officers in my settlement instead )
I appreciate the kind words! I didn't really consider any downgrade because I used Dogtooth's Enclave Officer Uniform as my base. I just removed the gadgets and pouches and changed it gray. If you are asking would I just make it gray, well I could, but you should ask them first :) I can update it to include a craftable recipe. My intention was to make it unique for the player, however, the hat I can understand if you'd like to mass produce, essentially.
I was asking about crafting option to removing the coat to have the original model as an option as well. Asking mostly for conventions of only having 1 mod instead of 2 (including the base in this mod), and cause I wished Dogtooth's Enclave Officer Uniform was craftable instead of needing to go to the glowing sea and wait to loot respawning npcs. Anyway, thanks for making it craftable, I really appreciate that since I don't normally like keeping a duplicating mods in my modlists, and this version of the hat is an instant improvement/visual that I want use in my game.
Well as I used Dogtooth's mod as a base, I wouldn't feel right to include their mod in mine. I understand the need to not have duplicates. I could see about just adding the gray version as a craftable, but not lootable or found. That'd be the only difference between them in that instance though.
" Go ahead and patch it, alter it, reupload it in Aramaic, stick it in your enclave overhaul. I'll include source files for retexturing later. If you do modify and redistribute, please give a link to my page here, as well as https://dogtoothcg.wordpress.com/ " -Dogtooth
Dogtooth seemed open, aware and friendly to people using the the mod in their own mod as long as his credit. Its the reason why its commonly used in Atlas, Rising, Return, think people have also ported in other games too. Its such a great recreation asset and its creator wanted it to be used to aid among the community for Enclave mods.
Yeah, no worries! I've uploaded a craftable version for a gray version of the outfit. Update the mod and you should be able to craft to your hearts content! I did not include gloves to allow compatibility with other accessory mods. If I remember, FO3 officers had black gloves, but I don't think the original had them.
It's been re-verified and re-uploaded to XB1. So everything should point to where it's supposed to and the archives contain everything they're supposed to.
Everything seems to be working perfect now, like that now there's more options for enclave officer uniforms then ever before. Having a gray, battlecoat, and original tan from Dogtooth's mod. Thanks for listening to my feedback I really appreciate it, this mod will be a staple of my game from now on.
58 comments
Any idea why?
Pip Boy 2000 mod that replaces the wrist-mount Pip-boy with a handheld one, in 1st person mode part of the forearm where the pip-boy was
is now missing. Is there any way to fix it?
I may need to recompile the BA2s and re-upload them.
Anyway... just want to tell you that i tested it out the other day when it was ported over, and it worked great.
I won't be using it though because i play strict survival playthroughs, and the stats have been changed on this. It was 50 dmg resistant which was allowable for me due to the original vanilla coat offering the same thing... but after the latest update on it it's been bumped to 100 dmg which is too much for me to start a game off with. i want my stats to have been built from scratch, and not given to me. Great mod though!
May I suggest using the Enclave Officer's outfit as an alternative now? I adjusted the stats with the idea of using it alongside America Rising 2. As you start out, you will be a Lieutenant (and I assume you become a higher rank later in the mod. I haven't gotten that far yet!) So I made the stats to feel comparable to your rank climb. I only play survival and I thought about the stats. But the battlecoat should be an alternative to the Colonel's outfit or even General. For now, I use it on Vermillion Frost, since her backstory includes her being a former Enclave general and she already wears Maxson's coat.
I would suggest the Enclave Officer's outfit until about level 40/50-ish when you're finding heavy armors pretty regularly.
If this battlecoat ever becomes available again that's not OP, i'll be using it. Until then i'll stick with the Wasteland Clothing mod i usually use.
Also love that you improved the E with stars on the hat, looks so much better, clear and pops. That's a nice detail change that makes me want the hat to be craftable or respawnable ( Might just download a item cloning mod to added to be able to add those hats to Enclave officers in my settlement instead )
Dogtooth seemed open, aware and friendly to people using the the mod in their own mod as long as his credit. Its the reason why its commonly used in Atlas, Rising, Return, think people have also ported in other games too. Its such a great recreation asset and its creator wanted it to be used to aid among the community for Enclave mods.