1. New Underarmor craftable (outfit under the coat), for both genders 2. Gloves are now separate from the main outfit and craftable. Damage resists, value, etc. adjust accordingly (no gloves patches are no obsolete) 3. Pip-Pad compatible and improved 1st person meshes included in main mod (patch no longer required) 4. General bugfix in both AWKCR and non-AWKCR versions 5. Previous patches/updates continued forward from 3.0
This coat is the BMW of coats The Chuck Norris of coats I wore this coat and instantly piper wanted the D. I walked into the Prydwen and Elder Maxton jumped off the deck due to my superior looks. 10/10
Hello! I have taken your modified trenchcoat mesh and textures and made them a standalone trenchcoat that can be worn on chest armor slot. Would you allow me to upload it? It would be under your name and credited to you. If you wish, I can also send you the standalone esp if you wish to include it as an optional esp in your mod post, that works too.
Of course, if you do not want, I will not release it, but I think the mesh is so clean a trenchcoat standalone that is combined with other armor, especially with Armorsmith, is a nice addition.
Did this ever happen? I know how to change the armor in CK to use less slots, but my CK is not working. I have tried every possible fix i can think of and it just will not load the master ESM. So now i'm just waiting for someone else to post an edited esp or something. This coat with shoulder armor would be the coolest armor on the nexus.
Hi there. I love this coat as it reminds me of the Black Window Armor but it's more... wasteland-ey? If that makes sense? Less superhero/villain, more wasteland hero/villain.
The only problem I'm having is that the left sleeve is rolled up constantly. I'm using this armour in Fallout London, and it does work, except the sleeve thing. In FoLon you have a PIP-Pad like device. I'm wondering if it's a straight incompatibility, or I've done something wrong. Any advice is helpful.
Thanks.
P.S. It's not a huge deal if there's no fix, as I just imagine the mangled arm is a result of the train crash.
Interesting :) This mod is compatible with Pip-pad out of the box. The way the trench coat mesh is set up, the game engine should detect if the actor is not wearing a Pipboy, in the usual slot and draw the full left arm mesh accordingly. The left arm of the trench coat is set for the lower segment in slot 60, which will "conflict" when a Pipboy is equipped and automagically remove that part of the trench coat mesh. The result in game is the rolled up sleeve and no forearm armor and a Pipboy visible.
The lower left arm portion exists as it is visible when equipped by an NPC actor.
What you're seeing in FOLON is the above, without the Pipboy. FOLON may be doing something different with the Pipboy removal. Like simply never equipping it to the player. If you are handy with modding tools, you should be able to...
Outfit Studio: Change the segment of both the male and female versions of the lower left arm to simply remove the slot 60 assignment. Do this in both the third and first person meshes (4 total edits) FO4Edit: Edit the armor addon for the Wander Coat to remove the slot 60 assignment in the main plugin.
Changing both of these *SHOULD* result in the game engine always rendering the lower left arm portion of the trench coat. I don't have FOLON and would be unable to test this change. I could prepare an edited version and DM it to you for testing - let me know!
How do you change the color of the undershirt? I saw your reply below "you can easily alter the texture file for the undersuit to make it any color you choose." how do it "easily"?
A few tools are needed in order to unpack the mod files and edit textures. To unpack the texture files, an archive extractor is needed. There are several here on Nexusmods.com to choose from. I use B.A.E. to pack/unpack archives. Once the files are extracted, a texture editor is needed. There are many options for this, some free and some require software like Photoshop. See this resource for texture editing options.
Once you have the tools, the workflow is straightforward:
Extract the BA2 archive packed with the mod called: AWPWandererCoat - Textures.ba2 (place these files anywhere outside of your game directory for now as a workspace).
Find the texture: The red shirt is in a file at the extracted path: ..\textures\armor\AWP\WandererCoat called: Jacket_d.DDS
Edit the texture using your preferred texture editing software from the resource link and save it - overwriting is preferred, make sure the name is exactly the same: Jacket_d.DDS
Using your mod management tool (Mod Organizer 2, Vortex, or manual) - place the Jacket_d.DDS in your data folder at the path: data\textures\armor\AWP\WandererCoat\Jacket_d.DDS
In your mod management tool, set the texture as a priority over the Wander's Trench Coat mod itself - so that the mod management tool loads the altered texture as an override in the game engine.
I use MO2 and cannot offer advice on how to manage this with Vortex, but I understand that it's a simple task. If using MO2, a simple way to do this would be to create a new empty mod, named something meaningful like "Wander's Trench Coat Override" and place the complete path: textures\armor\AWP\WandererCoat and edited file Jacket_d.DDS in the WanderCoat folder. Then have this load after the mod itself. If Wander's Trench Coat is mod #25, the texture can be ordered at #26 or higher.
If you have trouble with it, shoot me a DM and I can help you out.
I seriously cannot figure out why the coat just simply doesn't appear for me when playing. The option to make and equip it is there in the armorsmith bench but when equipped the armor just doesn't show (ie floating head and hands) I have little to no modding experience and would appreciate any aid.
Missing models are generally missing meshes. Ensure that you have installed the Meshes folder is installed properly in the ../Fallout 4/Data folder. If using a mod manager, this should be automatically done for you...
Caliente's Beautiful Bodies Enhancer and Bodyslide & Outfit Studio are not required for this mod. The packaged mod includes a default female body and mesh and will work just fine as-is, without CBBE. CBBE and Bodyslide & Outfit Studio would be necessary if you wanted to alter the female form for your game.
Thank you so much, I only wanted the male version, I'm trying to make it work with the SHB mod on the nightwing preset but I'm still figuring this out, thank you for your response and this cool mod!
Ok, since you want to use SHB, you would need Bodyslide & Outfit Studio - if you want the male outfit to match the body preset for the rest of your outfits.
Hello I'm trying to do this but after altering the underarmor shirt color it only appears when it's an item misc but whenever I wear it it's red again. I altered the jacket_d DDS, maybe i need to alter belt too?
I dl this and it not work. I even used console to search and nothing shows. Not sure if your active still. From what i seen from pics and posts. looks pretty decent. Anyhow cheers and shitty this mod not work in current gen of the game.
Love the coat, but does anyone have a fix so its "just a coat" that I can layer on top of the clothing of my choice. Deleting the underarmor in Outfit Studio does not work, just deletes the underamor and leaves a hole where the underarmor used to. Anyone with a solution please post por favor.
Just deleting pieces is the wrong way to do things. You need to change the armor slots, and best practice (non-destructive) is just to mask and add a zap slider to the underarmor.
293 comments
1. New Underarmor craftable (outfit under the coat), for both genders
2. Gloves are now separate from the main outfit and craftable. Damage resists, value, etc. adjust accordingly (no gloves patches are no obsolete)
3. Pip-Pad compatible and improved 1st person meshes included in main mod (patch no longer required)
4. General bugfix in both AWKCR and non-AWKCR versions
5. Previous patches/updates continued forward from 3.0
The Chuck Norris of coats
I wore this coat and instantly piper wanted the D. I walked into the Prydwen and Elder Maxton jumped off the deck due to my superior looks.
10/10
Of course, if you do not want, I will not release it, but I think the mesh is so clean a trenchcoat standalone that is combined with other armor, especially with Armorsmith, is a nice addition.
I wanted to wear the trench coat on the BoS Knight uniform
Can you send the file to me?
Yes I would like the standalone "Just Trench Coat"
Can you send the file to me?
The only problem I'm having is that the left sleeve is rolled up constantly. I'm using this armour in Fallout London, and it does work, except the sleeve thing. In FoLon you have a PIP-Pad like device. I'm wondering if it's a straight incompatibility, or I've done something wrong. Any advice is helpful.
Thanks.
P.S. It's not a huge deal if there's no fix, as I just imagine the mangled arm is a result of the train crash.
The lower left arm portion exists as it is visible when equipped by an NPC actor.
What you're seeing in FOLON is the above, without the Pipboy. FOLON may be doing something different with the Pipboy removal. Like simply never equipping it to the player. If you are handy with modding tools, you should be able to...
Outfit Studio: Change the segment of both the male and female versions of the lower left arm to simply remove the slot 60 assignment. Do this in both the third and first person meshes (4 total edits)
FO4Edit: Edit the armor addon for the Wander Coat to remove the slot 60 assignment in the main plugin.
Changing both of these *SHOULD* result in the game engine always rendering the lower left arm portion of the trench coat. I don't have FOLON and would be unable to test this change. I could prepare an edited version and DM it to you for testing - let me know!
Once you have the tools, the workflow is straightforward:
I use MO2 and cannot offer advice on how to manage this with Vortex, but I understand that it's a simple task. If using MO2, a simple way to do this would be to create a new empty mod, named something meaningful like "Wander's Trench Coat Override" and place the complete path: textures\armor\AWP\WandererCoat and edited file Jacket_d.DDS in the WanderCoat folder. Then have this load after the mod itself. If Wander's Trench Coat is mod #25, the texture can be ordered at #26 or higher.
If you have trouble with it, shoot me a DM and I can help you out.