Well, this used to work with the RH-1 head, but after Bethesda's update it no longer works (like so many other mods.) Sad really, it was a lot of fun to play with them as companions.
Would it be possible to add them to the Institute faction as a different/separate stronger courser enemy? I'd like to run courser strigade along side this one.
did you find a fix? i am having the same issue. the armor spawns as intended but the body is still there too. I checked my mods and tried to see wether it was a body mod or something, but nothing worked
Edit: found out what was causing the body to remain. Multilayer wound decals. Hope it helps someone.
Yoo so i got the robot head and the smasher body modified and merged (it looks amazing..) but can't figure out how you got it in game when looking at the fo4edit record. Did you use outfit studio or did you just make the esp via ck? Kinda confused on how to get the new assets with the modified paths to work. Also I'm trying to make it where it replaces the "EncSynth08" aka "Eradicator Synth" instead of the Coursers Because I have another courser replacer that uses power armor. Can't find much on a specific NPC replacer so if you could help that would be awesome :)
pretty simple i used xedit to save the individual armor pieces as new records and made them unwearable and then edited the courser's levellist and added the individual armor pieces and deleted the gunner jacket to give only the eradicator the outfit, you have to create a new outfit, put the armor parts or the levellist in there and then add your new outfit at leveld npc (001A03F9) under default outfit
so would it make a difference or make it more difficult if the individual pieces are in a single nif now? like ive renamed all the pieces and pretty much got them boiled down to three different pieces (Head, Body, Armor) then in outfit studio I compiled them together and saved it as "RX-1 Nomad" and it stands as a full body nif now when opened with outfit studio. So would the easiest route be to make it an "outfit" and rig the outfit to just the eradicators in xedit?
nah its not a problem just give make an armor and an armor addon with the RX-1 nomad nif and give it to the eradicator if its rigged good there shouldnt be a problem but youve gotta give the addon and the armor the same biped body template flags(what it covers like the head, body, hands etc.) btw. i changed the height from to 1.2 in my mod.
Yeah I've pretty much mirrored exactly what you got and it's still not popping up on the eradicator varriant. I'm able to get it to show up perfectly in game with it as a workbench recipe but for whatever reason it's not linking to the eradicators. There's three (encsynth08, encsynth08legendary, encsynth08ambushlegendary) that im trying to link to and it just refuses to lol. still working on it and might have it now after some fo4edit edits. But the single mesh is working beautifully with it being equipped as a recipe. Oh and yes i got both biped slots mirrored on the armor and armor add on and I saw that with the height, he's a beast.
GOT IT! It was in fact a keyword issue. Thank you for all your help! I still got plenty I want to do with it. I deleted the big bulky armor and did some rigging of the nif to give it more sleek "android" like armor with duplicating and modifying some of the plates that were on his body. Converted the textures to 4k and changed the colors. I want to try and give him some variance now!
Close to being done with the esp :) this is coming along nicely. I've added three instead of one. stormers, assaulters and eradicators are now RX-1s. Each has different shield FX for it's perk "Emergency Protocol" and gave them gatling lasers lol. Just trying to figure out how to put damage effects on them (like when codsworth gets hit he has electrical damage.)
I got you. Learned a lot on this project and more than happy to share what I learned. still can't quite figure out the "electrical damage" but got the shields n s#*! working great and adding light nodes currently.
Great concept for Institute coursers - really dig that they are now towering beasts in the Smasher exoskeleton and happy to find the Crusher patch working smoothly. Want to report two issues: 1. Unable to craft the full Smasher armor set at the Chemistry Station - only the head and shoulder pieces. Also, unable to spawn uncraftable items into inventory - they don't even appear under the Apparel tab despite getting the message that they were placed there when exiting console command. Furthermore, these items aren't listed with the "help 4" console command. Deactivating the Cryptan mod restores crafting and use of the Smasher armor. Of note, no effect on the Widow armor mod. 2. Unable to wear scavenged armor pieces off a dead courser, even after entering a power armor frame and equipping the venom weapon.
ADDENDUM: Deactivated the Cryptan mod, crafted and donned the Smasher armor, reactivated the Cryptan mod left the armor on my player character but the armor pieces were no longer listed in the Pip Boy inventory. And yes, I have the same clipping problem of the Pip-Boy screen while wearing the Smasher armor but the item name was still visible to take it off with the Pip-Boy. This issue will need a FO4Edit dive to sort out I suspect.
I'm very happy that you like the mod ^^. Thanks for the detailed report I will take care of it tomorrow I already know what the problem is. you shouldn't be able to loot them either because this is supposed to be their body ;) for the problem with clipping of the pipboy, the author of the adam smasher outfit has a solution in his requirements. I could make a patch where you are able to loot them if you want.
Many thanks for the rapid and informative reply; it says a lot about your diligence and passion. Regarding the offer of devising a patch for the Smasher rig to be lootable, I'm definitely on board for - of course - immersion (heh-yeh).
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and thx i noticed that i need the change his size and his voice files ^^
Edit: found out what was causing the body to remain. Multilayer wound decals. Hope it helps someone.
to give only the eradicator the outfit, you have to create a new outfit, put the armor parts or the levellist in there and then add your new outfit at leveld npc (001A03F9) under default outfit
btw. i changed the height from to 1.2 in my mod.
Want to report two issues:
1. Unable to craft the full Smasher armor set at the Chemistry Station - only the head and shoulder pieces. Also, unable to spawn uncraftable items into inventory - they don't even appear under the Apparel tab despite getting the message that they were placed there when exiting console command. Furthermore, these items aren't listed with the "help 4" console command. Deactivating the Cryptan mod restores crafting and use of the Smasher armor. Of note, no effect on the Widow armor mod.
2. Unable to wear scavenged armor pieces off a dead courser, even after entering a power armor frame and equipping the venom weapon.
ADDENDUM:
Deactivated the Cryptan mod, crafted and donned the Smasher armor, reactivated the Cryptan mod left the armor on my player character but the armor pieces were no longer listed in the Pip Boy inventory. And yes, I have the same clipping problem of the Pip-Boy screen while wearing the Smasher armor but the item name was still visible to take it off with the Pip-Boy.
This issue will need a FO4Edit dive to sort out I suspect.
Thanks for the detailed report I will take care of it tomorrow I already know what the problem is.
you shouldn't be able to loot them either because this is supposed to be their body ;)
for the problem with clipping of the pipboy, the author of the adam smasher outfit has a solution in his requirements.
I could make a patch where you are able to loot them if you want.
Regarding the offer of devising a patch for the Smasher rig to be lootable, I'm definitely on board for - of course - immersion (heh-yeh).