I briefly poked at one of the plugins in xEdit, two things.
OrangeMentats and GrapeMentats should have the YNAM record 249C44 (ITMChemsBuffoutUp), which the unofficial patch adds, and you should probably forward to maintain this fix. (Done easiest in xEdit, just drag the subrecord over.)
The plugin itself has a header version of 0.94, which suggests either an ancient creation kit or toolset was used to make it or some other oddness. The current CK release (even the pre-NG version) sets it to 1.0, so resaving it will fix it, as the engine I think technically won't properly load plugins that aren't 0.95 or higher for the header version.
I can't even imagine how to add this fix. I installed this program, found my mod in it with a data table for fruit mentats, and I don’t know what to do next. I know how to work with textures, but not with programs for Fallout. If I knew how, I would make a better mod.
This is a lovely immersive add; would be neat if there was a version that keeps the Mentats name on the front (for marketing--Fallout style), while preserving the original pervitin reference and other information everywhere else, since it all looks great.
Like a, this old drug came back 100~ years later in the US because of the dystopian hyper-capitalist--anti-communist stuff, blah blah. But oh yeah we renamed it to Mentats!
Do something more integrated into the world of Fallout? This is of course possible, but there are already a lot of all sorts of mods for re-texturing the Mentats. Initially, I wanted to create a more or less authentic pack of Pervitin ampoules from the 40s. But the Mentat packaging shape is unfortunately too different. And the textures lie crookedly. Perhaps later I will make alternative texture packaging options for Pervitin.
10 comments
OrangeMentats and GrapeMentats should have the YNAM record 249C44 (ITMChemsBuffoutUp), which the unofficial patch adds, and you should probably forward to maintain this fix. (Done easiest in xEdit, just drag the subrecord over.)
The plugin itself has a header version of 0.94, which suggests either an ancient creation kit or toolset was used to make it or some other oddness. The current CK release (even the pre-NG version) sets it to 1.0, so resaving it will fix it, as the engine I think technically won't properly load plugins that aren't 0.95 or higher for the header version.
I know how to work with textures, but not with programs for Fallout. If I knew how, I would make a better mod.
Like a, this old drug came back 100~ years later in the US because of the dystopian hyper-capitalist--anti-communist stuff, blah blah. But oh yeah we renamed it to Mentats!
Fits 100% in my Fallout 4 modlist ;)