If anyone can give me ids of anything else that uses the power armor frames please give me either the base or ref id of the npc so i may make a part2 to this
Forgive me if I'm wrong, but I think the " Talos 2 Redux " and " Talos 2 Redux Armoured " are the same file, both being armoured. I downloaded the former and the suits were armoured, and they both have the same .esp name.
Fixed version has been uploaded, i got confused when uploading all those files at once.
i cannot test it unfortunately so im gonna have to ask you to report back on if its working or not. i have yet to update the game and my modlist. It should be fine though (on paper and knock on wood).
So do talos frames and they actually work with the supply of weapons the game adds. Meaning guns dont break in the talos suits on an npc on reload like they do with the power armor frames temporarily due to missing power armor animation files with all the guns that aren't vanilla (like the bren gun the mostly spawn with which literally flys out of there hand on a reload in powered armor). the mod authors deemed it to complicated to add power armor 3rd animations dispite there being a literal template available and it also affecting npc reloads aswell as the player in 3rd person.
Changing them with the talos still fits the idea of them getting prototype power armor since frames already exist as there own seperate thing in base fo4 and the lore is (according to what i remember a dev saying) is there ment to be prototypes hense the lack of armor. So if anything swapping them helps the visual of the armor being a prototype rather then just an empty frame with imagination in mind.
Ive explained some of this in the bottom green text of the description
Wouldn't you be able to make these changes with RobCo Patcher for increased compatibility? Been a while since I looked at the documentation but I think you can change armors for various NPCs.
robco patcher is only a dependency because clothes as fashion requires it
i have absolutely 0 idea on how to use it and find that this method works just as well outside anything else that modifies them
If the change is somehow being overwritten in the future load up xedit and select both my mod and the mod overwriting (or all of them), expand my mods esp and go to npc and select the only record there and delete the power armor frame on the mod thats readding it (if applicable) It will be just above there outfit data
Next open the outfits tab in my mod and select the only record there. Move the talos armor to the overriding file (add as master when prompted)
Excellent mod! Shame I can't get Clothing as Fashion to work, but that annoyance doesn't take away from what a good idea this mod is. Still gets my endorsement even though I cant keep it installed. Damn those nudist guards!! XD
I did, and I tried both pre and post NG patch versions of the RobCo patcher. I also tried putting everything last in the load order. I assume it's a mod conflict, but I'll live without it.
Thanks for the advice! It seems to be the RobCo patcher that isn't working right for me, no idea why. Luckily though I've fixed it by using the 1.2 (pre-RobCo) version of Clothing as Fashion. It's all working fine for me now and the guards look like your screenshots.
There all seperate plugins, you can only use one main file OR optional file. Read the description please, i even made it colorful and typed in glorious and totally official looking comic sans.
At the very least just full read the red and yellow text!
I only added the excursion suit because it was there and some people prefer a less serious fallout experience (memers)
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IF YOU WANT THE OTHER ARMORS SPAWN THEM IN CONSOLE!
Do they both have the chest part? because thats the only difference
i cannot test it unfortunately so im gonna have to ask you to report back on if its working or not. i have yet to update the game and my modlist. It should be fine though (on paper and knock on wood).
Changing them with the talos still fits the idea of them getting prototype power armor since frames already exist as there own seperate thing in base fo4 and the lore is (according to what i remember a dev saying) is there ment to be prototypes hense the lack of armor. So if anything swapping them helps the visual of the armor being a prototype rather then just an empty frame with imagination in mind.
Ive explained some of this in the bottom green text of the description
i have absolutely 0 idea on how to use it and find that this method works just as well outside anything else that modifies them
If the change is somehow being overwritten in the future load up xedit and select both my mod and the mod overwriting (or all of them), expand my mods esp and go to npc and select the only record there and delete the power armor frame on the mod thats readding it (if applicable) It will be just above there outfit data
Next open the outfits tab in my mod and select the only record there. Move the talos armor to the overriding file (add as master when prompted)
Done
Thats wierd its not working since robco patcher should be compatible with almost anything
1 equip a suit and try to add armor to it. If it unequips the suit then robco is borking somehow if it equips it then theres a conflict with my mod
2 go to a guard, select it console and type disable and enable. If this works then theres a level list issue in your load order.
At the very least just full read the red and yellow text!
I only added the excursion suit because it was there and some people prefer a less serious fallout experience (memers)
CHECK THE OPTIONALS!