Hi, thanks for the awesome work. But I still want to ask for help, I use Talon and CC Faction Paints, which duplicate vanilla armor, I made LL Patch, but I can't get the flashlight to work, it is on the workbench, but in fact it does not work correctly, although all the keywords are copied exactly. What could be the matter? I'm new to this.
If it adds new meshes that would not work as the helmets' meshes need to support adding flashlights. It needs an unique attach point that does not exists for combat helmets in vanilla.
Okay, but your mod adds this feature to vanilla helmets, the flashlight works. It adds keywords, a mount point, and model data. And it worked for me, I overlooked the 0 to 1 changes in the model data, thanks
Yeah, there's quite a few requirements. Goal in the end is to make all these work nicely together. There's no real loadorder in mind here actually. Any potential conflict is resolved in the patch.
Been finding many of your patches lately and it has been very helpful for me (and I'm sure many more players) in using many mods together, really appreciate the time and effort you spent doing this.
And I also really appreciate the time and patience you have in responding to our questions and requests, not everyone has the time, capacity or ability to make and edit mods, and mod authors can be really touchy sometimes, which is understandable to a degree, but a little inconsiderate too at the same time.
Will update you should I find any issues with your patches :)
Hey Exo, Do you plan to integrate Tumba's new mod https://www.nexusmods.com/fallout4/mods/87501 as whole instead of just his gunner power armor? Cheers Hungryshark
Hi, I Noticed Exofied Gunners -expanded and rebalanced requires both eXorter interface and The Story wealth Mod While the We are the Minutemen - exoPatch does not require eXorter and main Story Wealth Mod to play. Nor does Forced Evolution- Exopatch.
Is there away to play Exofied Gunners without the eXorter interface and its required A Storywealth Mod? Edit: Or at least use it without A StoryWealth.
It only requires the main file for the eXoSorter Interface. This is so that the new tag icons I added would show up properly. Thats Gunner Life also requires FallUI for the tag sorting, hence why I figured it was fine to just double-down on that one.
Right I understand now, ExoSorter said its main off site requirement was A Storywealth. Decided to ask and find out to be sure it was needed for ExoSorter to work for Exofied Gunners - expanded and Rebalanced.
This mod is basically the backbone of my Gunners faction. I'm investigating if I can make Ad Pictoriam work with Improved Brotherhood of Steel to be the BOS equivalent.
I'm not sure why a Gunners faction mod would touch a BOS faction mod, but more importantly would a patch be possible ? At first glance it seems rather complex, with conditions. Would load order suffice ?
I wouldn't mind getting your advice please, to avoid mishaps once I'm too deep in the the game.
Okay, had a quick glance at that mod and honestly not a fan on how they apply the "brotherhood" material, even if I suppose it sort of makes sense (kinda followers the vanilla way of doing it, even if it's a sub-optimal approach xD)
Also to add. Neither mod touch the other faction. Just that both touches the Marine Armor in an attempt to use them for theirs xD
That said, just merging the Marine Armor edits would make them compatible I'd say.
Thank you very much for your reply and assistance.
I don't mind looking into creating a patch for my personal use, but would load order not be another option ? Less subtle perhaps also more immediate in effect ? Or would that break stuff, like Gunners getting a Marine armor with BOS insignia (or vice-versa) ?
I'm also using SS2 if that matters. I'm not sure yet how that mod handles its Gunners.
Sadly load order won't help here. You'll lose out either Gunner spawning properly or the BoS spawning properly with marine armors. They'll spawn but only one of the "texture replacers" will work. Can't have both without a patch sadly.
Shouldn't be too hard making a patch tbh, and I might, but just juggling one too few many things atm xD
Really appreciate all your work to make these great mods work together smoothly. Should I use the Backpacks of the Commonwealth patch found on the ThatsGunnerLife page? Or will that conflict with/be made obsolete by this?
I would go with the most recent patch (on this mod), but xEDIT shows a difference with a keyword ("FeaturedItem"), and a probably negligible difference in names. Does it matter for sorters or game-play ?
So the reason one has the Featured while the other doesn't is because in this mod I re-add the option to craft the gunner outfits and "featured" on stuff that you can craft will often cause the game to crash so I had to remove it.
Since the ThatsGunnersLife mod doesn't have them craftable by default, there is no need to remove the "Featured" tag in that patch. In other words, use the patch found here.
36 comments
Is LO the order you have them listed in?
There's no real loadorder in mind here actually. Any potential conflict is resolved in the patch.
Been finding many of your patches lately and it has been very helpful for me (and I'm sure many more players) in using many mods together, really appreciate the time and effort you spent doing this.
And I also really appreciate the time and patience you have in responding to our questions and requests, not everyone has the time, capacity or ability to make and edit mods, and mod authors can be really touchy sometimes, which is understandable to a degree, but a little inconsiderate too at the same time.
Will update you should I find any issues with your patches :)
Do you plan to integrate Tumba's new mod https://www.nexusmods.com/fallout4/mods/87501 as whole instead of just his gunner power armor?
Cheers
Hungryshark
Looking forward to the Minutemen integration too!
I Noticed Exofied Gunners -expanded and rebalanced requires both eXorter interface and The Story wealth Mod
While the We are the Minutemen - exoPatch does not require eXorter and main Story Wealth Mod to play.
Nor does Forced Evolution- Exopatch.
Is there away to play Exofied Gunners without the eXorter interface and its required A Storywealth Mod?
Edit: Or at least use it without A StoryWealth.
Cheers
Thats Gunner Life also requires FallUI for the tag sorting, hence why I figured it was fine to just double-down on that one.
It won't require anything StoryWealth specific.
ExoSorter said its main off site requirement was A Storywealth.
Decided to ask and find out to be sure it was needed for ExoSorter to work for Exofied Gunners - expanded and Rebalanced.
Thank you very much for your clarification.
This mod is basically the backbone of my Gunners faction. I'm investigating if I can make Ad Pictoriam work with Improved Brotherhood of Steel to be the BOS equivalent.
I'm not sure why a Gunners faction mod would touch a BOS faction mod, but more importantly would a patch be possible ? At first glance it seems rather complex, with conditions. Would load order suffice ?
I wouldn't mind getting your advice please, to avoid mishaps once I'm too deep in the the game.
Also to add. Neither mod touch the other faction. Just that both touches the Marine Armor in an attempt to use them for theirs xD
That said, just merging the Marine Armor edits would make them compatible I'd say.
I don't mind looking into creating a patch for my personal use, but would load order not be another option ? Less subtle perhaps also more immediate in effect ? Or would that break stuff, like Gunners getting a Marine armor with BOS insignia (or vice-versa) ?
I'm also using SS2 if that matters. I'm not sure yet how that mod handles its Gunners.
Shouldn't be too hard making a patch tbh, and I might, but just juggling one too few many things atm xD
The rest I (think I) can handle. I might or might not come back with a patch to be double-checked, but we'll see.
Please have a nice day/evening.
If you use either "StoryWealth" patch or "backpacks" patch in this mod the patch from ThatsGunnerLife Page is not needed.
?
I would go with the most recent patch (on this mod), but xEDIT shows a difference with a keyword ("FeaturedItem"), and a probably negligible difference in names. Does it matter for sorters or game-play ?
Currently I'm :
Your advice would be appreciated.
Since the ThatsGunnersLife mod doesn't have them craftable by default, there is no need to remove the "Featured" tag in that patch.
In other words, use the patch found here.
Thank you very much for your assistance.
PS: This overhaul is awesome looking, can't wait to meet the Gunners in my SS2 game, it's going to be bloody.