BUG: Apologies, Legendary Cores were left out as a craftable item simply cause I am a dumbass and make mistakes like this if I make any. Will be fixed withing 10 minutes. Update coming.
EDIT: Updated, fixed. Thanks to those who told me about it.
No, it shares the original _vTZvCore.esm that they both use, the weapon quality mod was folded into the ultimate weapon overhaul which is now being updated on occasion, this and the weapon quality mods do not conflict, but they are also not being updated. This mod will be folded into a soon to be released armor overhaul mod similar to the weapon one.
Hey, I really love this mod but it doesnt add the ability to upgrade clothing and neuroamps and I couldn't find another mod that would do what yours did so I ended up opening xedit and adding everything in myself. If you're ever interested in adding apparel into your mod, let me know because I'll be more than happy to send you the version im running now so you dont have to add all of the upgrades and records from scratch.
It was never in my scope for this mod, I intentionally left them out cause I personally always wear my spacesuit so idc much for clothing. If you went ahead and did it yourself I'd gladly check it out for errors and compatibility and whatnot and if it is all good then sure I will upload it, is it a patch or is it a direct edit of this mod? Separate file?
I think it is a direct edit. I added everything to the mod directly and added in the quality levels for clothes, armored clothes (security uniform), helmets (security helmets), and hats. How should I go about sending you the file?
Hmmmm I made a change to how they keywords work as of yesterday for compatibility, gonna need a lot more work now ha yikes, I guess just through mega? Keep it simple? Email maybe?
Hi vTemporalZEROv. I’m really loving this mod! I’ve been waiting for a way to make my favorite armor types viable. One question though. What’s the best way to upgrade armor quality. It seems like you have to upgrade to 4, then craft 5,6,7… until you run out of mats the. Apply the upgrade. Then if I want to upgrade again I’m not sure if I have to start again from 5. Would you mind explaining or linking the right way to upgrade?
That is the way to upgrade. It is supposed to be a late to endgame, or over a playthrough's worth of investment. The design is like that so you can't simply tier 20 a helmet as soon as you find it, it is supposed to be a time and credit investment. Do you want all of your armors at tier 10? Or one piece at tier 20? That's the idea.
Thanks for resopnding TemporalZerov. I really appreciate the system you've created here. It reminds me a lot of my favorite weapon & armor mods from Fallout 4. If you don't mind I'd love to ask a follow up question.
Here's what I'm stuggling to understand. I think you are saying if I only have the mats to build it up a piece to L8 then I have two choices 1 - If I want to use the upgrade right away, then I apply L8, go out and farm credits/resources to rebuy 1-8, plus whatver I've scraped up lets say to L10. If I'm married to that piece and absolutely want to eventually max it out. 2 - Hold the upgrade and NOT apply it. Go out and farm until I hit the highest level of mats I'm willing to invest in, and then apply it L20 for example.
Is that correct? If so and you're open to suggestion, is there a balanced way to be able to go from L8 to L9, then at a later time L10 etc? I can think of two ways to do it but lack the skill to code it so please take this with a grain of salt. Scenario 1, allow us to remove the upgrade piece and return it to inventory, so it can then be used in the industrial bench to upgrade. Scenario 2 , change the recipe for upgrade creation to not require the previous upgrade in inventory. Instead when you apply a kit it looks to see if you have the previous level applied before allowing an upgrade.
I try to always offer solution options whenver I point out something I think needs fixing. That said, if your vision for the mod is players have to save up for the higest level kit before applying, it's your mod and you're call. I just appreciate the work. Thank you!
Unfortunately, bethesda really has complicated just simple modding stuff that existed in previous games. Unlike fallout 4, for example, you cannot just "remove" and keep a mod, you would think you could but.. who am I? If you COULD like that, this wouldn't even be a problem, but yknow. I am looking into other ways to upgrade but I am quite limited with what I can do, I am struggling at creating some mods that should be simple for example, bethesda just really changed some stuff that didn't need to be changed. Yes though, you are correct on the idea of how I have the mod set up, investment wise. I really recommend downloading my updated _vTZvCore mod, it helps you obtain legendary cores much easier. Unintentional but kept in - just go to space and f*#@ up a bunch of really big asteroids for primordial cores to make legendary cores.
Thanks again for the reply. That makes total sense. Hopefully once the creation kit comes out it'll be easier. Anyway, thank you again for all your work. I love the mod and I'm excited to see where it goes.
every mod with an esm(s) will always need to go in plugins.txt, always. Enter this: *_vTZvCore *CraftableArmorQuality_vTZv
If you use multiple of my mods, "*_vTZvCore" needs to go above all of them, they all use the same mod as a master. This mod comes with all my mods by default.
No, there isn't this many mods, I will not make a combined armor mod. I have legendary effects overhaul, this mod, and armor attachments overhaul. Those are the only 3 and the legendary effects mod is being problematic so...
I might've missed something but the qualities do not show up on any armors, crafted or added. I've installed the same way I did the craftable weapon quality mod. I have "Starfield Extended - Armor & Clothing Crafting" installed. Should I assume that these two are conflicting?
Mmmmm not sure, but I would assume so if it isn't working. I wouldn't THINK that mod and this one would conflict if it just crafting them, but he might have added or changed something about the armors or something that is overwriting my mod. Try loading this one after that one and let me know.
EDIT: I checked out the mod and it DOES NOT touch anything vanilla, so no, it does not conflict with this mod, I will look into maybe this mod being the problem or something.
EDIT EDIT: My mod works completely fine, it is something on your end unfortunately, a mod conflict, load my mod last or make a patch. A quick way to find what mod is conflicting with what mod is to simply load your entire load order in xedit and click on a record on the lowest file of the subject, it will show the other records. So load my mod last, load order wise, and load the entire load order in xedit, then click on an armor piece in my mod and it will show what mod(s) are conflicting with it.
23 comments
EDIT: Updated, fixed. Thanks to those who told me about it.
Omega
Here's what I'm stuggling to understand. I think you are saying if I only have the mats to build it up a piece to L8 then I have two choices
1 - If I want to use the upgrade right away, then I apply L8, go out and farm credits/resources to rebuy 1-8, plus whatver I've scraped up lets say to L10. If I'm married to that piece and absolutely want to eventually max it out.
2 - Hold the upgrade and NOT apply it. Go out and farm until I hit the highest level of mats I'm willing to invest in, and then apply it L20 for example.
Is that correct? If so and you're open to suggestion, is there a balanced way to be able to go from L8 to L9, then at a later time L10 etc? I can think of two ways to do it but lack the skill to code it so please take this with a grain of salt. Scenario 1, allow us to remove the upgrade piece and return it to inventory, so it can then be used in the industrial bench to upgrade. Scenario 2 , change the recipe for upgrade creation to not require the previous upgrade in inventory. Instead when you apply a kit it looks to see if you have the previous level applied before allowing an upgrade.
I try to always offer solution options whenver I point out something I think needs fixing. That said, if your vision for the mod is players have to save up for the higest level kit before applying, it's your mod and you're call. I just appreciate the work. Thank you!
PS I voted & endorsed!
Of course I have the update.
Need "plugin.txt" maybe?
*_vTZvCore
*CraftableArmorQuality_vTZv
If you use multiple of my mods, "*_vTZvCore" needs to go above all of them, they all use the same mod as a master. This mod comes with all my mods by default.
EDIT: I checked out the mod and it DOES NOT touch anything vanilla, so no, it does not conflict with this mod, I will look into maybe this mod being the problem or something.
EDIT EDIT: My mod works completely fine, it is something on your end unfortunately, a mod conflict, load my mod last or make a patch. A quick way to find what mod is conflicting with what mod is to simply load your entire load order in xedit and click on a record on the lowest file of the subject, it will show the other records. So load my mod last, load order wise, and load the entire load order in xedit, then click on an armor piece in my mod and it will show what mod(s) are conflicting with it.