Tumbajamba's Gunner Armor Collection - replaces the patch for the individual mods. Do not install the Gunner LL option if you plan to use the LL integration of Tumbajamba's mod.
Announcement As of version 2.0.0, all plugins are now ESPFEs. This means the form IDs have change, which means updating to it would require a new game. Do not update on an existing save or playthrough. You will get issues where NPCs would have no names.
If you have patches that depend on this mod, the ESPs are compacted using the xEdit's "Renumber FormIDs from..." feature and set to start at 800. To update your patch:
Load the Legacy ESP version (or what you currently have pre-ESPFE) and your patch/es
Right-click on the Legacy ESP then "Renumber FormIDs from..." and set the value to 800
This should also automatically update the form IDs on other loaded plugins.
Hi, this mod looks really cool and I would like to use it, but I am on Next Gen. Will it work with RobCo Patcher Alpha? Should I wait until it's in Beta? Does anyone know if there is any mod similar to this that works for NG? Thanks
Had a look and Desert Punks already have an integration with the vanilla raider leveled lists. This mod adds new raider groups and does not edit vanilla raiders so it should work fine.
Hey Warsaw, first thank you so much for sharing your work with us. Truly amazing mods. Now I do have a little question about the Gunner Outfit Pack/4estGimp update combo. I just need to make a bash patch with just this mod and yours selected right ? Or were you referring to another option ?
For Wrye Bash bashed patch I just use "Rebuild Patch" then only have the "Leveled List" option checked. It should automatically scan and merge conflicting leveled lists in your load order. Do note that it would also be a good idea to check the created bashed patch ESP in xEdit just to make sure the changes that it made are what you expect.
So you have patches for the various Gunner Outfit Pack mods except one. Could we possibly get https://www.nexusmods.com/fallout4/mods/86014 patched if it isn't already compatible?
Though from the description, it looks like it uses the same mods that this mod already have patches for. Since the patches here only changes the armor on the new NPCs, it may already be compatible and you just need to pick whichever one you want the Gunner Spec Ops to use.
It is definitely possible, that's why I figured I'd bring it to your attention. I'm not really up to date on the inner mechanics of your mod, and since it uses RobCo which I am only loosely familiar with, I figured if anyone would know about its inherent compatibility, it'd be the master.
I don't know much about how Robco patcher works but i think you forgot addToLLs, this is in the new Boston Riot Police Patch// imp_LL_Armor_Gunner_Assault FE000988 filterByLLs=ImprovedHostileFactions.esp|FE000988:ImprovedHostileFactions.esp|FE000A0F~20~1~0,BPDRiot.esp|FE000068~20~1~0,BPDRiot.esp|FE000068~50~1~0,BPDRiot.esp|FE000068~75~1~0
hi, can you tell me if it's necessary to start a new game? This is for those who switch from 1.9 to 2.0 or Regardless, even if for some reason they have to reinstall 2.0, will it work on saving 2.0 or not?
Yes, if you are switching from a version before 2.0.0, like 1.5.6, then yes you would need a new game. All plugins have been compressed and converted to an ESL-flagged ESP, which means all form ids have changed. Upgrading to 2.0 from a previous version in an existing playthrough will cause some issues with existing NPCs. If you are already in 2.0.0 then upgrading to 2.0.1 should be fine.
Hi, I am personally translating your mod into my language for myself. Tell me about the new factions (raiders, etc.). Did you come up with their names yourself or were they taken from other parts of the game? what was the prototype for creating new factions?
You can change them in the RobCo ini if you want but yes, I came up with the names for them. The default names are mostly from what equipment they use:
Ironclad use metal armor Skinners are cannibals that use the skin of their enemies as leather armor Faceless ones use stealthboys and wear sack hoods Warmongers spawn with some combat armor and their legendaries can wear power armor Forsaken are ghouls and are some times can be encountered traveling with some ferals' Son of atom are based on a different church of atom faction from https://fallout.fandom.com/wiki/Last_Son_of_Atom
Oh yeah thanks a lot for the description very good Am I using EET4(ESP-ESM TRANSLATOR) for translation , or will it be much faster and more efficient through RobCo ini?
Oh yeah thanks a lot for the description very good Am I using EET4(ESP-ESM TRANSLATOR) for translation , or will it be much faster and more efficient through RobCo ini?
Hmm, thats up to you. If you do decide to use the EET4, you may want to delete those names in the RobCo ini files. Otherwise, the translations would get overridden by it.
and also deep cult, shrouded, corsair?
The far harbor raiders are inspired (not looking to replicate these exactly) by other things: Deep cult from lovecraft cthulhu Shrouded from the order in silent hill Corsair idea came from mixing bioshock + pirate
Haven't tried but probably not. PAttP uses its own npc leveled lists to add power armored npcs which conflict with the changes from this mod. Though you can use PAttP alongside this mod's Encounters Module.
Is it possible that something in this mod is conflicting with Sim Settlements 2? It seems as though, when Suburban Disturbance is completed, all Super Mutants become non-hostile, instead of the ones at West Everett Estates. I haven't tested it without this mod yet, but the SS2 people did put out a PSA regarding Robco Patcher mods, and they recommend going to the mod authors.
Not sure how as this mod does not edit super mutant factions objects or faction relations for super mutants. The changes RobCo patcher does for super mutants are to give them armor progression.
578 comments
Patches
As of version 2.0.0, all plugins are now ESPFEs. This means the form IDs have change, which means updating to it would require a new game. Do not update on an existing save or playthrough. You will get issues where NPCs would have no names.
If you have patches that depend on this mod, the ESPs are compacted using the xEdit's "Renumber FormIDs from..." feature and set to start at 800. To update your patch:
This should also automatically update the form IDs on other loaded plugins.
Had a look and Desert Punks already have an integration with the vanilla raider leveled lists. This mod adds new raider groups and does not edit vanilla raiders so it should work fine.
Now I do have a little question about the Gunner Outfit Pack/4estGimp update combo.
I just need to make a bash patch with just this mod and yours selected right ? Or were you referring to another option ?
Though from the description, it looks like it uses the same mods that this mod already have patches for. Since the patches here only changes the armor on the new NPCs, it may already be compatible and you just need to pick whichever one you want the Gunner Spec Ops to use.
// imp_LL_Armor_Gunner_Assault FE000988
filterByLLs=ImprovedHostileFactions.esp|FE000988:ImprovedHostileFactions.esp|FE000A0F~20~1~0,BPDRiot.esp|FE000068~20~1~0,BPDRiot.esp|FE000068~50~1~0,BPDRiot.esp|FE000068~75~1~0
// imp_LL_Armor_Gunner_Elite FE00088F
filterByLLs=ImprovedHostileFactions.esp|FE00088F:BPDRiot.esp|FE000068~5~1~0,BPDRiot.esp|FE000068~5~1~0,BPDRiot.esp|FE000068~95~1~0
PD: Thanks for your work, i really like your improved factions mods
what was the prototype for creating new factions?
Ironclad use metal armor
Skinners are cannibals that use the skin of their enemies as leather armor
Faceless ones use stealthboys and wear sack hoods
Warmongers spawn with some combat armor and their legendaries can wear power armor
Forsaken are ghouls and are some times can be encountered traveling with some ferals'
Son of atom are based on a different church of atom faction from https://fallout.fandom.com/wiki/Last_Son_of_Atom
Am I using EET4(ESP-ESM TRANSLATOR) for translation
, or will it be much faster and more efficient through RobCo ini?
Hmm, thats up to you. If you do decide to use the EET4, you may want to delete those names in the RobCo ini files. Otherwise, the translations would get overridden by it.
The far harbor raiders are inspired (not looking to replicate these exactly) by other things:
Deep cult from lovecraft cthulhu
Shrouded from the order in silent hill
Corsair idea came from mixing bioshock + pirate
if your mod works with the mod. https://www.nexusmods.com/fallout4/mods/60452 ?