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psywarrior84

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psywarrior84

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  1. Refermaned
    Refermaned
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    I've noticed in the description that you crossed out Classic Holstered Weapons System . It seems like the other similar mod Visible Weapons - 3rd Person Holster isn't working either based on bug reports. Any recommendations to pair with this mod?
    1. psywarrior84
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      Unfortunately no, I'm still looking for a replacement myself. And a mod like that is beyond my skill and ability to make.
    2. psywarrior84
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      Looks like Classic Holstered Weapons System has been updated and is working again.
  2. xyloritus
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    You changed CC Material Swaps - Atom Cats.esp filename.
    1. psywarrior84
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      I changed a couple of the file names. Did it break a patch for something? I can change it back if needed. The only one I won't change back is the Sentinel AI. I was trying to get them to have a more standardized naming convention, then realized that I had to revert the Minutemen and Gunners because of file dependencies.
    2. xyloritus
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      Nevermind. I went back to using v1.5 as it's the best one so far. I don't like having copies of items in 2.0 and 1.6 makes my game CTD.
    3. psywarrior84
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      I'm thinking the wrong impression is going on here. I use some of your mods and have before you ever posted on here. I'm interested in your opinion. What do you suggest? If I make one that isn't as bulky, it would either require all of the factions I support or a massive amount of patches. But I want to make a better mod for v2 and would love to discuss it with you. I moved 1.5 out from archive while I figure out what 1.6 is doing to your game. Is it that the change in some of the file names broke dependencies? Or is it the change in the way that the materials are referenced? And please make a bug report for it. I'm trying to be helpful here.
  3. Deazset
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    Я так и не понял, какую версию скачивать? 1.61 или 2?
    1. psywarrior84
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      I still don't understand which version to download? 1.61 or 2?

      Version 1 edits the NPCs by attaching the material swaps directly to them. It looks good visually, but the objects lose the material swap when looted. It's relatively easy to patch on your own as well.
      In version 2, I created custom level lists and weapons/armors so that the materials are attached to the object, not the person. This fixes the issue with objects losing the material swaps but makes the mod larger and harder to patch. It's also still an active beta, and I'm still actively searching for bugs in it.

      Which one you use is up to you.
  4. Would we be able to get this on Xbox please. I use something similar, but yours seems to do more. Being on console space is a premium and I'm not into big faction overhauls.
    1. psywarrior84
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      I haven't intended to do it before now, but I'll look into the requirements. A variation of the first version of the mod could be done to meet their requirements and save space, but version 2 is a larger file due to the item duplicates required to keep from making tons of patches for the people that don't have all the paints.
    2. I have all the paints so I'm good to go. I just like the setup you have.
    3. psywarrior84
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      Totally get it. I just never looked into making mods for the Xbox version. I'm not sure if it would have to be packaged differently for release on Bethesda.net or Xbox
  5. Laptoprocker
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    Hi can you update the Improved Minutemen Mat Swap patch? Version 2 of your mod broke it :I
    1. psywarrior84
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      I plan on it, I'm still bug-testing the initial build, but it's at the top of my priority list for patching.
  6. xyloritus
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    I appreciate the update but there's an extreme number of ITM's.
    At first I thought the new method is better but seeing all the weapon and armor duplicates makes me sad. Any stat changes and fixes from other mods won't be applied to duplicates.
    1. psywarrior84
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      I tried, but Bethesda's wonky level lists can cause chaotic results. Even the AR/AR2 team had to do the same thing I did. And honestly, those stat-changing mods would either be overwritten or overwrite my mod. So, a patch would be needed either way. And so, you should be asking me to make the patch for it instead of complaining about it. I make the mods for myself and share them with you all, and I have made most patch requests asked for. The next update will include patches for 2 of my favorite mods to use: We Have Names (and more) - All In One by rsm000rsm and Power Armor to the People (Power Armored Enemies - Legendary Power Armor) by skiesbleed. And I will be making a patch for everything else that I have made patches for in the previous version, like the CC content that adds adventures and the other few mods I've made patches for in the previous version. I also intend to make patches for We are the Minutemen and Minutemen (Radiant) Squads in the future as well, as I love those mods as well. 
    2. xyloritus
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      If it looks I'm complaining it is directed at Bethesda rather than at you, I'm thankful for your mod and I'm still using the old version.
      I know a patch is needed either way but patches for the old version is quick and easy. Looks like patch for Damn Apocalypse and your levelled lists would be too complicated.
    3. psywarrior84
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      Patching in other mods isn't too difficult for me. What is difficult is making patches for the patches, allowing multiple mods to work together, and then setting up the FOMOD correctly so everything is patched together and installed properly. I've figured out a way to streamline creating the level lists (which are copies of the factions' original level lists) and attaching them to the copies of the armor I made for the individual factions. A lot of the actual modifications are to outfits and character inventory, directing them to the custom level lists. I could eliminate a lot of the bulk in a true all-in-one, but that would require anyone using it to have all the faction paints installed. I do plan to try to support any mod requests made, though. And when I pull it out of beta, I will be posting a thread for compatibility requests.
  7. sthephannovf
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    Just so you're aware (and anyone else reading this) the first 2 synths I saw next to Medford hospital by that subway entrance did not have the institute paintjob, even checked for incompatibilities and your mod successfully overwrites institute improved (this is the ID of one of the synths 1655D4) but so far it works on everything i have encountered( idk if the power armor military were supposed to have a paintjob and i think the guy by the entrance or someone else also did not have the paintjob
    1. sthephannovf
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      After extensive testing I found 2 mods that affect the functionality of this mod, the first being the Diverse NPC series, as it obviously adds more NPCs that are missing the material swap that this mod adds to the base game NPCs, i also had to add the tag to the new vault81 NPCs added by SimSettlements 2. While testing that I noticed some NPC that had paints when I first entered Vault 81, Overseer McNamara and all of the Security Guards, now were missing the custom pipboy and assault rifle and shotgun skins, thats when I found mod 2 was conflicting with the material swap functionality;  Rusty Face Fix at Fallout 4 Nexus - Mods and community For the Material Swaps to not go back to default, you have to disable the functionality on NPCs, Only thing enabled i have in the RustyFaceFix.ini is facegen_player = 1;
      I feel like this setting:
      ; Set this parameter to 1 to also refresh equipment during regeneration.
      ; (may fix a potential bug that would make them invisible if their outfit contains meshes affected by physics)
      refresh_equipment = 0
      Is the one messing with the material swaps but just to be sure I disabled the whole functionality and will reenable the other settings if i start getting the rusty face on npcs, last time that happened to me I was using the hd dlc and had a bad laptop, now i have a 4090 laptop and disabled hyperthreading and with PureDark FG the game runs at 60-82realfps/165fps+FG at 3200x1800. 
      Will keep testing as I saw no further issues on Vault 81 only problem is that 4estGimp Raider Overhaul injects weapons on the v81 npcs and since theyre modded they dont have base game weapons with the CC paint but other than that love your mod bro, cheers ;P
    2. psywarrior84
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      I'll look into making a patch for those. But this mod won't change NPCs added with mods without a patch.
      I would also advise not using the HD update DLC. It adds ~50 GB to your game without changing anything, and patches are needed to make it work with everything.

      *EDIT*
      "It adds ~50 GB to your game without changing anything"
      It changes the textures, but it's not really a visible change because they never changed the poly count, so you have higher resolution being limited to appearing at the lower resolution level. So, all it does is gobble up system resources. 
    3. psywarrior84
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      About the synths, they likely have the dirty armor material swap added on them from the base game, which seems to override the added CC material swap. And there isn't a CC Institute laser gun, Institute faction material swap, so you'll only notice the weapon materials on the Institute-aligned characters that don't carry Institute laser guns (at least the ones that aren't in hiding). There also seems to be a problem with Kellogg's gun in the cutscenes.. THAT I CAN'T SEEM TO FIX!! >:(
      But the compatibility is something I am actively trying to fix in my 2.0 update. It works by changing the default outfits rather than the characters (for the most part). It also adds copies of the default armors and weapons that have changed object modifiers and custom level lists that connect the faction outfits to the armor with custom instation filters. Its beta has been released, but please understand it is a BETA, and I have already found bugs myself. It's actively being worked on and will be receiving fairly frequent updates. I just finished a big work project, and I'm taking a break before moving on to my next project. So, I'm going to focus on my hobbies for a bit.
      As for the Power Armor worn by military personnel, I haven't modded any of the Power Armor's materials. I personally use Power Armor to the People by skiesbleed and will have a patch for it included with the final release of the 2.0 version of this mod

      * F*****g dyslexia. My brain flips things around when typing. It's taken me over 3 hours to finish this reply.
  8. GurrenLFX
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    any changelog ? for the 1.5 version ? and does this need facegen ?
    1. psywarrior84
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      It only needs the base game and creation club content. It does edit NPC records, so it will need a patch for other mods that do so.

      I'm dyslexic and don't do changelogs. But with the 1.5 update, I created an armor set called Vault-Tec Combat Armor for the Vault 111 security personnel to wear and I switched the Vault 81 security back to the original security equipment.
    2. psywarrior84
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      I do plan on putting it into some of the vendor lists and place it in the world to be found in future updates.
  9. GurrenLFX
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    does this mod require facegen/ compatible with Xcell ? since it edit NPC record right ? how about something like Diverse AIO
    
    i will test this one out
    1. GurrenLFX
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      how your test ?, i also use both of those mod hha

      Edit:
      lol , thought some one have the same problem as me lol , and IT IS MEE, this is why you dont type stuff up at 3 am
  10. Canibalism
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    Doesn't work with the mod Creation Club - Weapon Paints - DIY Combined All-In-One (https://www.nexusmods.com/fallout4/mods/52454)
    1. psywarrior84
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      That's because it overwrites the creation club ESLs deleting them and replacing them with a single ESL. So my mod can't find the reference files. And no I will not patch it. I'm very cautious of mods that run scripting like that one does. It will invalidate your game files, so if you remove it you will have to do a clean reinstall of the game.