A minor thing, I was trying to edit the stats on the outfits to suit my tastes but when I edit the weight I get a different weight in game to what I'm setting. It's a lot higher. For example if I set the rangers armour to 10lbs then in game it's 21lbs. It also shows the lower weight in the crafting menu. what's causing this? Also will it cause problems if I disable what ever it is that makes this happen? Using FO4edit to do my edits. Thanks
This is because I set a lot of the weight inside the the modifications instead of the base armors themselves.
I do this because I reuse vanilla modifications. The vanilla modifications have a weight multiplier to them, which is fine when you got say just "torso" and the weight that comes with that, but when you add 3 times much as weight to account for the rest of the armor the torso upgrade would now increase weight by 3 times as much as you'd want. Hence why I moved some of the weight over to modifications.
The bulk of it was added to the upgrades, like Marshal's Resolve for example.
I think people who already using merchant add-ons like me don`t have to start new game or re-install mod or something. All what we have to do is deleting edits related with merchant stuff via FO4edit. That worked well for me.
Only work with the "armor collection" as of 2.0. You can use the "Minutemen Standalone Replacers" patch if you're updating from having having used the standalones. Just use the replacers for the standalones you have been using together with the collection and my main patch and it'll "just work".
Thank you for the reply and recommendation! I actually decided I would give a go at Fo4edit and see if I could make a manual patch for this mod myself! If it ends up working would you want me to send it over for you to post?
If you insist on using just a few of the standalone. I'd suggest grabbing the 1.2.4 old version that used the standalone. Then you can just delete the part from the standalone you don't want to use. Should be quite straightforward.
How did you go about making the combat armor pieces have a pallet swap option? Can it be done in fo4edit? I'd like to do something similar for the vanilla General's armor.
It can. In general I just reuse the vanilla combat armor OMODs as the texture is the same. Most of this mod was made in xEdit. (I mostly just did the templates in CK as they are easy to mess up in xEdit)
Cool. Thanks. And sorry for the numerous questions across multiple mods of yours, just curious about a lot of things, and you clearly know your way around modding.
With the main download file what option do I choose in Fomod? and what will it do to level lists?
Understand with level list integration in the optionally downloads though as I understand the information you listed with them. Please forgive my ignorance.
So you have to use at least one FOMOD option (otherwise I'd opted to have none). The Merchant is included in my patch as I use a quest to enable him after you progress far enough so don't use that one.
That leaves cheat or script injection. Technically you can use either but it's recommended to just use the script injection option. I'll update description to clarify.
I was curious myself. I just installed the two together, and I think it does. It will call for the scout armor esp however, so I installed that standalone in addition to the collection. they are all appearing as craftable in the chem bench. I'll post more if I notice issues.
Does now. Added some new stuff as well, but will update with more details tomorrow.
Edit: Updated description.
First highlight is that the Pouches are now standalone modifications, that comes with AV like the Backpacks of the Commonwealth. Contemplating making a patch the pouches benefit from the perks that mod gives.
Second one is the new Hunter's Precision. A bit similar to the Ranger's bonus, but ended up liking it so here we are. It's good, but again does lock you out from 5 legendary slots!
Actually currently working on it. Converted my patch to use the new plugin over the 3 other and currently working on adding more options for the new stuff.
Amazing! I've really had issues having any of the armors even spawn with We Are The Minutemen. I had also thought FCOM would use that LL but all I ever get are regular MM. Really looking forward to see what you come up with! :)
Actually, after reading up on it a bit. It looks like FCOM isn't picking up on the Tumba armors at all. If you had a patch that could add FCOM compatibility, that would be amazing!
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I do this because I reuse vanilla modifications. The vanilla modifications have a weight multiplier to them, which is fine when you got say just "torso" and the weight that comes with that, but when you add 3 times much as weight to account for the rest of the armor the torso upgrade would now increase weight by 3 times as much as you'd want. Hence why I moved some of the weight over to modifications.
The bulk of it was added to the upgrades, like Marshal's Resolve for example.
You can use the "Minutemen Standalone Replacers" patch if you're updating from having having used the standalones.
Just use the replacers for the standalones you have been using together with the collection and my main patch and it'll "just work".
Main file ain't providing no FOMOd. :/
Updated the file description to hopefully make it clearer.
Most of this mod was made in xEdit. (I mostly just did the templates in CK as they are easy to mess up in xEdit)
With the main download file what option do I choose in Fomod? and what will it do to level lists?
Understand with level list integration in the optionally downloads though as I understand the information you listed with them.
Please forgive my ignorance.
That leaves cheat or script injection. Technically you can use either but it's recommended to just use the script injection option. I'll update description to clarify.
Yor response and updated decryption has clarified it all for me.
Kudos for your valiant efforts for the Nexus community and for helping noobs me!
Add crafting recipes for the new outfits. Will get to it. Sooner if more of ya want it I suppose xD
But felt less crucial with the increased ways of getting the armors now with the merchant.
Edit: Updated description.
First highlight is that the Pouches are now standalone modifications, that comes with AV like the Backpacks of the Commonwealth. Contemplating making a patch the pouches benefit from the perks that mod gives.
Second one is the new Hunter's Precision. A bit similar to the Ranger's bonus, but ended up liking it so here we are. It's good, but again does lock you out from 5 legendary slots!
Shouldn't be much longer.