This is almost certainly just a temp fix by the way. Armorsmith will probably have an update following the AWKCR update. When it does this'll be hidden since it only does one thing.
EDIT: You need an updated version of the game, if for whatever reason you don't have it. Also test my patch (and my other one, for Concealed Armours) alonewith AWKCR and AE if you crash, then keep adding mods until you find the problematic one.
Oh, yeah I added the weapon keywords too, try putting the WSE plugin _after_ this plugin so the keywords are overwritten. I'll make a WSE patch sooner or later specifically since I actually use WSE myself, just on Fallout 4 hiatus right now to play and mod Xenoverse 2.
thanx, i happen to be using another patch for weaponsmith paint compatibility, and it would be nice to open up that load-order slot as i'm at 254 mods right now.
You should convert some of your mods to ESL format, I heard patches can actually be in ESL and loaded after ESP mods, I'm gonna try that out sooner or later.
Ohhh, yeah huh. Well, this patch in particular can probably be an ESL when I update it, definitely make a backup save before using the update when I do it, and I'll make both an ESL version and an ESP version. You can still ESL all your _new_ mods at least!
my game always crashes everytime i go to the armor workbench, any ideas ? i only use armorsmith extended and awkcr , yet everytime i access the workbench it crashes
Since this is downloaded so much and only a couple people come to me with problems, I have to say it's one of two things:
1. another mod is conflicting, try with _just_ all the DLC and CC mods, AWKCR, Armorsmith, and my patch or 2. arrgh you don't have the up to date version of the game matey, ya need keywords from a newer updated version of the base Fallout 4 game
thanks m8 for the reply, i have tried using only the cc mods, dlc, awkcr, and armorsmith like u said, but it still crashes :( will try out a fresh install next time i had some free time :D
so after downloading this patch to use the overseer skin from the creation club, but now the pipboy has dissapeared from the bench entirely, I will continue searching myself but if you know the issue then I would like some help
(update) Fixed, forgot I had pip-boy flashlight installed and after looking at its bug section it in fact removes the CC customization.
Thank you for making this patch and saving me some .esp slot space, it is much appreciated. I've tried to merge patches myself and have had terrible luck (mostly VIS sorting and DEF_UI patches) as I'm still new to messing with mods.
Just a heads up. If you use Combat Helmet Illumination (https://www.nexusmods.com/fallout4/mods/7198/?tab=bugs) w/ AE/AWKCR patch along with AE and AWKCR and this patch (or any of the paint temp fixes) you are in sort of a pickle. You can install them all, and fiddle with the load order and the game will run fine. But you only get a choice of having a Combat Helmet with a head lamp OR a Combat Helmet with paint. Right now it seems you cannot have both. This is due (from what I found on the mod's page) with how CHI adds the head lamp (e.g. issue is with the CHI mod). It seems to be a problem right now with all the Combat Helmet headlamp mods that I found. Which is a bummer. The paint jobs look nice on the helmets, but for me not having that light work is worse than not having paint on the helmet. Still wish Bethesda would have just made the lights work (you could tell they must have planned to since the mining helmet works).
Is the headlamp added with a material swap? I'm on Fallout 4 modding hiatus right now, since I'm doing a whole lot of Xenoverse 2 modding atm, but when I get back I can look into adding new versions of the lamp that use the texture material of the CC paints maybe, if they don't fix the issue themselves.
I can't seem to get this to work together with your concealed armors patch. Do I need both? I am using both AE and concealed armors, but installing both your patches appears to remove the concealed armors option. I tried different combinations and with just concealed armors, AE, and your CA patch, it works, but when I install this patch it breaks the concealed armors function. Not sure what I'm doing wrong.
MykalBuckle, that's my patch you just linked haha. Anjelier said "your concealed armors patch." You need to load my concealed armors patch after my Armorsmith AIO patch here.
It seems the patch conflicts with the Horizon patch for Armorsmith. Set this patch before the Horizon one and he didn't ahve any effect, set this Patch after the Horizon One results in crashing the game when try using the workbench.
So, I'm gonna try to explain how patches like this work for you and anyone else who might be curious. Basically, when a mod like Horizon makes an edit to the stats of a weapon or piece of armor, it makes a copy of all the vanilla forms associated with that item (the weight, damage/armor type and rating, speed and animation type if weapon, stuff like that.) This copy will override the vanilla version completely. When another mod makes an edit to the same exact item, it will also make an entirely new copy of the vanilla forms, and will overwrite everything that edits that same item that comes before it. This means that when Horizon adds new keywords (for new attachments and stuff like that) or edits stats, if something else loads after it that only does one thing (like, me adding the paint keywords) then that something else will completely overwrite all the edits the previous mods made.
Sometimes, those edits are actually referenced by other things, like a mod requires DLC to use meshes or maybe events that trigger, but the mod is referencing something within itself. When the mod tries to reference itself, but another mod overwrotwe all the changes in favour of it's own changes, you'll get a crash.
This is usually why people crash.
Horizon is a big mod, and I use Unbogus as my overhaul, so I won't make Horizon patches. My permissions tab means anyone can always use anything I do for any reason and any thing they want, so, anyone reading this who wants to make it into a Horizon patch can feel free to without permission. It's just some keyword adding, literally a bunch of dragging and dropping, maybe hitting new keyword every once in a while.
It appears using this with UCO pretty much kills the Paint slot. Doesn't surprise me to be honest. I'd try to find the conflicts if I could, because UCO''s painting options are pretty bad imo, just don't know enough about xEdit and keywords
Is there a patch going to be made for those who have Craftable Armor Size, Concealed Armor and Armorsmith Extended. Sorry if any of the patches made so far work, I haven't been in game to test so I can't say if any of the patches made so far work for it.
Hey, if you haven't seen yet I made a patch for Concealed Armors. Also, Craftable Armor Size actually doesn't interfere with the keywords or anything so it's completely compatible anyway.
No it's cool I'm happy to answer questions, and, to answer your question, nope!
First that mod is for the weapon skins not the armor skins, but also, that is for _only_ AWKCR, while my mod is for _both_ AWKCR and Armorsmith Extended. If you use AE, then you need AWKCR anyway so by patching it for that I patched it for AWKCR too.
Honestly I should've just bundled the weapons in. I'm about to do an update that also makes the weapons skins AWKCR compatible so it's all one mod slot.
So, I.E. as soon as you see my update version 1.1 (which will also be one small bugfix, I forgot a keyword on one Synth Helmet) then you won't need to use that mod, just mine. ASSUMING you use Armorsmith Extended.
Alright, so now you don't need either of the AWKCR patches for paints (armor and weapons,) this mod contains both. Also I fixed a problem with forgetting to copy keywords from one of the Synth Helmets.
48 comments
EDIT: You need an updated version of the game, if for whatever reason you don't have it. Also test my patch (and my other one, for Concealed Armours) alonewith AWKCR and AE if you crash, then keep adding mods until you find the problematic one.
1. another mod is conflicting, try with _just_ all the DLC and CC mods, AWKCR, Armorsmith, and my patch
or 2. arrgh you don't have the up to date version of the game matey, ya need keywords from a newer updated version of the base Fallout 4 game
(update)
Fixed, forgot I had pip-boy flashlight installed and after looking at its bug section it in fact removes the CC customization.
Just a heads up. If you use Combat Helmet Illumination (https://www.nexusmods.com/fallout4/mods/7198/?tab=bugs) w/ AE/AWKCR patch along with AE and AWKCR and this patch (or any of the paint temp fixes) you are in sort of a pickle. You can install them all, and fiddle with the load order and the game will run fine. But you only get a choice of having a Combat Helmet with a head lamp OR a Combat Helmet with paint. Right now it seems you cannot have both. This is due (from what I found on the mod's page) with how CHI adds the head lamp (e.g. issue is with the CHI mod). It seems to be a problem right now with all the Combat Helmet headlamp mods that I found. Which is a bummer. The paint jobs look nice on the helmets, but for me not having that light work is worse than not having paint on the helmet. Still wish Bethesda would have just made the lights work (you could tell they must have planned to since the mining helmet works).
Thankfully theirs a patch that enables both
https://www.nexusmods.com/fallout4/mods/30404?tab=description
Anjelier said "your concealed armors patch." You need to load my concealed armors patch after my Armorsmith AIO patch here.
Basically, when a mod like Horizon makes an edit to the stats of a weapon or piece of armor, it makes a copy of all the vanilla forms associated with that item (the weight, damage/armor type and rating, speed and animation type if weapon, stuff like that.) This copy will override the vanilla version completely.
When another mod makes an edit to the same exact item, it will also make an entirely new copy of the vanilla forms, and will overwrite everything that edits that same item that comes before it.
This means that when Horizon adds new keywords (for new attachments and stuff like that) or edits stats, if something else loads after it that only does one thing (like, me adding the paint keywords) then that something else will completely overwrite all the edits the previous mods made.
Sometimes, those edits are actually referenced by other things, like a mod requires DLC to use meshes or maybe events that trigger, but the mod is referencing something within itself. When the mod tries to reference itself, but another mod overwrotwe all the changes in favour of it's own changes, you'll get a crash.
This is usually why people crash.
Horizon is a big mod, and I use Unbogus as my overhaul, so I won't make Horizon patches. My permissions tab means anyone can always use anything I do for any reason and any thing they want, so, anyone reading this who wants to make it into a Horizon patch can feel free to without permission. It's just some keyword adding, literally a bunch of dragging and dropping, maybe hitting new keyword every once in a while.
I'm considering making a patch for UCO but I'm confident he'll update his own mod.
Sorry if I'm missing something here, I don't know much about these sort of things
First that mod is for the weapon skins not the armor skins, but also, that is for _only_ AWKCR, while my mod is for _both_ AWKCR and Armorsmith Extended. If you use AE, then you need AWKCR anyway so by patching it for that I patched it for AWKCR too.
Honestly I should've just bundled the weapons in. I'm about to do an update that also makes the weapons skins AWKCR compatible so it's all one mod slot.
So, I.E. as soon as you see my update version 1.1 (which will also be one small bugfix, I forgot a keyword on one Synth Helmet) then you won't need to use that mod, just mine. ASSUMING you use Armorsmith Extended.
And yeah I have armorsmith extended installed, I just didn't have any CC armor paints yet, I only download the free skins :-p