1.5 Update (*Read before posting a bug report or I shall Ban you from all mods I work on, which is more than a couple)
-17 Textures added to the mod, with a build in ModCol so they will spawn on NPCs:
But there is a catch...........
Spoiler:
Show
Typically Armor is set up Armor --> ArmorAddon, which Pulls the Nif into the game.
Objects worn work a bit differently when Animation is involved, and you have to add another layer. Armor --> ArmorAddon (Calls the Helmet) --> ArtObject (Calls the Animated Faceplate),
Material swaps can't indirectly the ArtObject through the ArmorAddon, so a new ArtObject and ArmorAddon has to be created for each new texture set / material swap, which means the Helmet has to be "Indexed" (aka 1,2,3 for normal armor, 1 - 18 for this one)...
When you change an Index the armor will not show up in game, if already spawned, until that item "Resets", and to avoid hundreds of people posting bogus bug reports because they were too lazy to read I've made a new Welding Helmet that has those Indexed records on them, which will allow the new paints to be applied, and added it to the "LLS_Armor_BoSScribe_Engineer_Helmet50 [LVLI:00076A1B]"
This is a hard Edit, not script injected, and don't ask for it to be, Hard Edits are better than script injection for a number of reasons.
This item won't show on the BOS or others using this leveled list until the next Cell Reset (Good Kind), but if you need it right away you can spawn it directly "player.additem xx000850" (xx = number of this mod in your load order)
**I know that Sounds harsh, but try and respect the author(s) and take the time to read posted change logs, articles, etc. Mod Authors can spend hours a week answering the same questions or dealing with the same report submitted dozens of times, while they try and fix it. I've infact stopped monitoring all my pages(but this one) until I finish the SMR, RO and this mod's "Parent" because of the number of silly/repetitive/ignorant posts. Don't take it personally, it's how I'm keeping from rage quitting like many other authors have.
One question though. I tried editing .esp file to make the helmet show hair, but it seems that simply deleting biped slot 31 entry does not work. Would you kindly explain how it could be done? Thanks!
I'm a novice modder even though I've been modding these games since like 2007. Any chance you could help me figure out how to do this with another helmet? Specifically this helmet: https://www.nexusmods.com/fallout4/mods/25967?tab=description
uhh. what do i do if i have both armor keyword and armor smith. especially since armor keyword is required for armor smith ? okay. maybe i'm just confused. but i'm asking just in case.
I got the mod working on my end but I had to edit out this mod's Welding Helmet (xx000850) from LLS_Armor_BoSScribe_Engineer_Helmet50 [LVLI:00076A1B] leveled list and do some surgery so I can load my game now without a CTD in armor workbench (had to edit out the paints) and infinite loading screen when trying to load the game. I couldn't get the colored helmets to show up properly (odd mosaic patterns and cell reset just invokes the infinite loading screen) despite a few edits and tests of my own, and yes I have Crafting Highlight Fix but it still CTDs when I try to modify them on the armor workbench if there are paints to choose from. With the personal edits I set up a customized version of the vanilla Welding Helmet with green olive color only, spawned it, equipped it, saved the game then loaded the game and... infinite loading screen, ugh I'm just not that mod savvy to figure it out, sorry.
Long story short, I'm happy with what I got working. Animated/functional vanilla Welding Helmet is just the item I was after in the first place. Not sure what's with the colored helmets not working on my end after the cell reset which of course causes the infernal infinite loading screen, I'm just not that mod-savvy so please, please just bear with me here. I know the index is supposed to reset but for me and for a few others it just causes the endless loading screen.
This mod's altered vanilla Welding Helmet (000dede9) is the only functional item on my end that functions as intended. It took me hours to find the problem, I just needed that animated welding helmet real bad.
Hey Man I love these kinds of helmets. Do you think you could try to get in touch with Nutulator, He made a sick textured and well made helmet I just wish when you got in combat your helmet's visor would drop down and when you talk to settlers or Friendly NPCs your visor is up. I think it'd be a very popular and amazing mod you could make. Just a idea, Keep up the great work!
This is exactly what I've been waiting for pretty much since the game launched, excellent work! Added it through console and tested it, animation looks amazing, can't wait to use it in battle, endorsed!
Not sure if others are experiencing this, but the console-added helmet has an odd mosaic-like pattern on it. This translates to the colors added to it at the workbench not being very visible(very sparse colored squares mixed in with the default color). In addition, when adding the weaves, both the Forged and Advanced Hybrid lines are unavailable, even though I meet all resource and perk requirements. I installed the second option creating dependence on AWKCR(using the Armorsmith option causes CTD when scrolling to the helmet in the workbench menu, which is odd since everything is the most current version, as you clearly stated is necessary), if that makes any difference. I REALLY hope I'm not being redundant, but I've been working at this for over two hours trying to figure out where I went wrong to no avail.
In any case, it's killer as it runs for me now, once again, exceptional work!
RE: Mosaic Pattern Can you provide a screenshot using the spoiler tags? What paint does it say is applied? Are you using the "Crafting Highlight Fix" mod?`
RE: ArmorKeywords I'll check the AK version, good info, thanks I'm actually helping code in an updated version of AK and AE Building in some of the framework, so it's possible my keywords are slightly off yours.
RE: ArmorSmith: Can you install / add the Forged weave on other helmets? I actually have that available when I test it.
So I uninstalled and then reinstalled AK and AE and now I cannot reproduce the mosaic helmet. The helmets now look standard but I still cannot change their color at the workbench. And I had tried the Crafting Highlight Fix mod but removed it some weeks ago. As for the paint that is applied, it's strange but it's always a different color in the description each time I conjure one up via the console.
For the Armorsmith weaves, I was so preoccupied with the helmet that I neglected to check how they worked with other apparel, and it seems it's the same problem there as well(I checked with Army Fatigues), so I imagine it is not a problem with your mod but rather something on my end. At a loss with this actually, I've made sure everything is current.
Seriously not checked Nexus for like 6 months, which is why I don't feel bad missing that mod! (nice outfit conversion)
Do the leg work of getting me permissions (My Nexus inbox is jammed full of unread messages) and paste the obtained permissions here via image (and spoiler tags) and I'd be happy to do it.
57 comments
-17 Textures added to the mod, with a build in ModCol so they will spawn on NPCs:
But there is a catch...........
Typically Armor is set up Armor --> ArmorAddon, which Pulls the Nif into the game.
Objects worn work a bit differently when Animation is involved, and you have to add another layer.
Armor --> ArmorAddon (Calls the Helmet) --> ArtObject (Calls the Animated Faceplate),
Material swaps can't indirectly the ArtObject through the ArmorAddon, so a new ArtObject and ArmorAddon has to be created for each new texture set / material swap, which means the Helmet has to be "Indexed" (aka 1,2,3 for normal armor, 1 - 18 for this one)...
When you change an Index the armor will not show up in game, if already spawned, until that item "Resets", and to avoid hundreds of people posting bogus bug reports because they were too lazy to read I've made a new Welding Helmet that has those Indexed records on them, which will allow the new paints to be applied, and added it to the "LLS_Armor_BoSScribe_Engineer_Helmet50 [LVLI:00076A1B]"
This is a hard Edit, not script injected, and don't ask for it to be, Hard Edits are better than script injection for a number of reasons.
This item won't show on the BOS or others using this leveled list until the next Cell Reset (Good Kind), but if you need it right away you can spawn it directly "player.additem xx000850" (xx = number of this mod in your load order)
**I know that Sounds harsh, but try and respect the author(s) and take the time to read posted change logs, articles, etc.
Mod Authors can spend hours a week answering the same questions or dealing with the same report submitted dozens of times, while they try and fix it.
I've infact stopped monitoring all my pages(but this one) until I finish the SMR, RO and this mod's "Parent" because of the number of silly/repetitive/ignorant posts.
Don't take it personally, it's how I'm keeping from rage quitting like many other authors have.
Make it so much easier to see what the texture looks like while in the bench!
One question though. I tried editing .esp file to make the helmet show hair, but it seems that simply deleting biped slot 31 entry does not work. Would you kindly explain how it could be done? Thanks!
Edit: never mind, I found the solution.
https://www.nexusmods.com/fallout4/mods/25967?tab=description
Long story short, I'm happy with what I got working. Animated/functional vanilla Welding Helmet is just the item I was after in the first place. Not sure what's with the colored helmets not working on my end after the cell reset which of course causes the infernal infinite loading screen, I'm just not that mod-savvy so please, please just bear with me here. I know the index is supposed to reset but for me and for a few others it just causes the endless loading screen.
This mod's altered vanilla Welding Helmet (000dede9) is the only functional item on my end that functions as intended. It took me hours to find the problem, I just needed that animated welding helmet real bad.
Not sure if others are experiencing this, but the console-added helmet has an odd mosaic-like pattern on it. This translates to the colors added to it at the workbench not being very visible(very sparse colored squares mixed in with the default color). In addition, when adding the weaves, both the Forged and Advanced Hybrid lines are unavailable, even though I meet all resource and perk requirements. I installed the second option creating dependence on AWKCR(using the Armorsmith option causes CTD when scrolling to the helmet in the workbench menu, which is odd since everything is the most current version, as you clearly stated is necessary), if that makes any difference. I REALLY hope I'm not being redundant, but I've been working at this for over two hours trying to figure out where I went wrong to no avail.
In any case, it's killer as it runs for me now, once again, exceptional work!
Can you provide a screenshot using the spoiler tags?
What paint does it say is applied?
Are you using the "Crafting Highlight Fix" mod?`
RE: ArmorKeywords
I'll check the AK version, good info, thanks
I'm actually helping code in an updated version of AK and AE Building in some of the framework, so it's possible my keywords are slightly off yours.
RE: ArmorSmith:
Can you install / add the Forged weave on other helmets? I actually have that available when I test it.
For the Armorsmith weaves, I was so preoccupied with the helmet that I neglected to check how they worked with other apparel, and it seems it's the same problem there as well(I checked with Army Fatigues), so I imagine it is not a problem with your mod but rather something on my end. At a loss with this actually, I've made sure everything is current.
That's because I built the paints into a MODCOL so it will randomly spawn with different paint colors, hence what you see :)
The advanced Weaves sometimes require 3 or 4 perks, it could be not all are showing up on the screen, I'd check Gambit77's page
If Thad the case, Only thing I can thing of is mod conflict, but don't know how on the new armor record
Mostly because that helmet has a special enchantment effect.
Do the leg work of getting me permissions (My Nexus inbox is jammed full of unread messages) and paste the obtained permissions here via image (and spoiler tags) and I'd be happy to do it.