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Jaymacibe

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Jaymacibe

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About this mod

A patch for AWKCR 8.0+ made in FO4Edit for Power Armors for paints and materials

Requirements
Permissions and credits
Changelogs
INTRODUCTION
This is my first mod I've made so I'll try to make this transparent and understanding as possible of what this mod does.
This is an patch for the AWKCR mod, version 8.0+, made in FO4Edit.
This mod restores changes done to Power Armor paint schemes and materials requirements and resources back to vanilla.
There is alot below, so grab a cup of coffee! (I know I need one)


WHY DID I MAKE THIS MOD?
After version 5.0 of AWKCR, the team behind the awesome mod made vast changes to how power armor paints and materials was used.
Essentially, they divorced the paints and their bonuses and made the bonuses into a material, like Titanium Plating.
This way you can make a paint scheme of the Institute and instead of having a bonus of intellect you can choose instead strength.
Alot of people requested this to be done and the team behind AWKCR did a tremendous change in the keywords and objects to do so.

However, this change wasn't set for vanilla restrictions. Thus if you wanted to keep your game file as vanilla as possible but need AWKCR for certain mods here and there, you could use an older version of AWKCR; however you would loose the other features and bug fixes they have done that wasn't involved with the Power Armor paint schemes, or accept the new system.

This mod is for people like me who want to continue using AWKCR's latest version but want to return at least the Power Armor back to vanilla ways.

People love options, so I hope this mod helps.


WHAT WAS DONE?
Well alot was actually done. I've spent a few days deep diving into the AWKCR code to understand and map out all the changes.
I actually had fun as I never done FO4Edit before, so alot had to be self-taught.

In summary, I have removed all requirements from paint schemes that are meant to be empty or returned the cost requirements to vanilla values.

For an example, BOS Paladin. Before edit, it takes 1 Paint Can - Black item. This item can be found in the world but can be crafted in the Paint Mixing Station. In vanilla the paint scheme has no requirements except completing the quest "Blind Betrayal". So I removed said paint can from the needed requirement but left the global requirement.

Another example is Atom Cats. AWKCR version had a bunch of junk and perk requirements plus buying the paint scheme from Rowdy at the Atom Cats Garage. Where as in vanilla, there is no cost requirement minus the need to buy the paint scheme. This was restored.

Or another example with the Military paint scheme. Vanilla has junk requirements. AWKCR changed it to just 1 Paint Can - Army Green. I reverted it back to vanilla junk requirements.

Additional changes where done where AWKCR made certain paint schemes available to other sets of power armor that isn't based in vanilla. Like back to BOS for an example, they included all sets (T-45, T-51 and X-01) to be able to paint BOS related paint schemes on. I am sure alot of people like this but for this current version of the mod, I wanted everything placed back to vanilla for now, so only T-60 can have BOS paint schemes as it would also fit with the lore. This can be discussed in later if requested as an addition.

This mod didn't just fall under the paint schemes. I also touched the Materials as well. As long as there is some form of requirement from vanilla, I restored it.
Like the Institute paint scheme doesn't unlock until you finish the game with the Institute. That paint scheme is the only vanilla one that has intellect. So placed the same global value as the Institute on the intellect material.

A planned update is to remarry the paint schemes and bonuses. However, this would take even more work than this version and would have to come at a latter date.

Set bonuses are now remarried to power armor paint schemes and added AWKCR materials were removed from the Power Armor Station.
This means the mods themselves still exist but you cannot craft them anymore. This was the easiest method to resolve.


Next update is to remove the "Materials" menu and move the vanilla materials back to the original position with the paints.

Vanilla materials have been re-added to the paint menu. In vanilla, paints and materials were created separately.
(If you wish to have both, use version 1.2)

I have listed the edited changes at the bottom of the page.

A disclaimer on what hasn't been changed. I haven't touched the Paint Mixing Station in anyway, nor have I touched the new decal system. I felt that those aren't as important as the paint schemes and materials to be changed. Those workstations can still be used for other items besides Power Armor

If you want a full detail of changes I have attached my reference sheet. This would be an excellent tool for other modders as well who want to make changes and can help them map out AWKCR objects

Also there are some bug fixes that I've done that are listed as well

CC Power Armor Paint Schemes were not touched as they were also not touched with AWKCR

I am open to feedback and discussion. If you find a bug please report it

I also want to stress that this mod does not revert all of AWKCR. This mod only affects ONE out of many features AWKCR offers. So this mod isn't a take away from AWKCR
I greatly appreciate the team of AWKCR and all their hard work as I have seen first hand going over the mod. All credit goes to them!


REQUIREMENTS
Armor and Weapon Keywords Community Resource (AWKCR) (v8.0+)
Official DLCs (Automaton, Wastland Workshop, Far Harbor, Contraptions Workshop, Vault-Tec Workshop and Nuka World) (This is because AWKCR requires the DLCs now)


HOW TO INSTALL?
Simply download via the site and choose "Mod Manager Download".
Or download with "Manual Download" then place the ESP file into your Data folder that is located in the root directory of Fallout 4. You then have to activate the plugin with your mod manager.

I personally recommend to use Nexus Mod Manager. Officially it isn't supported by Nexus anymore but it is community supported at the its Github page.


WHAT THIS MOD CHANGES (A LITTLE MORE DETAIL)?
Paint Schemes Vanilla
Atom Cat
  • AWKCR change had Atom Cat applied to every armor set. I've removed this to only be applied to T-60
  • I have also removed the junk and perk requirements

BOS Knight
  • AWKCR change had BOS Knight applied to every armor set. I've removed this to only be applied to T-60
  • I have also removed the junk and perk requirements

BOS Paladin
  • AWKCR change had BOS Knight applied to every armor set. I've removed this to only be applied to T-60
  • I have also removed the junk and perk requirements

BOS Sentinel
  • AWKCR change had BOS Sentinel applied to every armor set. I've removed this to only be applied to T-60
  • I have also removed the junk and perk requirements

BOS Elder
  • AWKCR change had BOS Knight applied to every armor set. I've removed this to only be applied to T-60
  • I have also removed the junk and perk requirements
  • Note: The Elder paint scheme is not applied on the Power Armor Station in vanilla. Modded it can only be unlocked via finishing the quest: "A New Dawn". You can also loot the armor with the paint scheme off Elder Maxson. So I guess this one is a freebie since the paint scheme does technically exist in vanilla. I think its fair to keep the quest global requirement

Minuteman
  • No changes were done by AWKCR minus divorcing the bonus
  • Global value not touched

Hot Rod Flames
  • No changes were done by AWKCR minus divorcing the bonus
  • Global value not touched

Hot Rod Hot Pink
  • No changes were done by AWKCR minus divorcing the bonus
  • Global value not touched

Hot Rod Shark
  • No changes were done by AWKCR minus divorcing the bonus
  • Global value not touched

Institute
  • Restored the vanilla junk requirements

Military
  • Restored the vanilla junk requirements

VaultTec
  • Restored the vanilla junk requirements

Railroad
  • No changes were done by AWKCR minus divorcing the bonus
  • Global value not touched
  • Bonus re-applied to paint scheme

Vim! (DLC)
  • No changes where done by AWKCR
  • Bonus re-applied to paint scheme

Vim! Refresh (DLC)
  • No changes where done by AWKCR
  • Bonus re-applied to paint scheme

Suger Bombs (DLC)
  • See bug fixes
  • Bonus re-applied to paint scheme

Abraxo (DLC)
  • No changes where done by AWKCR
  • Bonus re-applied to paint scheme

Nuka-Cola (DLC)
  • No edits to be done

Nuka-Cola Quantum (DLC)
  • No edits to be done

Winterized Coating (Cosmetic Shielding)
  • Restored the Vanilla junk requirements

Paint Schemes AWKCR Added
BOS Initiate
  • Removed from Power Armor Station
  • Note: See below about BOS Paints

BOS Standard
  • Removed from Power Armor Station
  • Note: See below about BOS Paints

BOS KnightCaptain
  • Removed from Power Armor Station
  • Note: See below about BOS Paints

BOS KnightSqt
  • Removed from Power Armor Station
  • Note: See below about BOS Paints

Gunner
  • Removed from Power Armor Station
  • Note: I saw no logic in keeping this here as it is cosmetically the same as military paint scheme. The only reason I could see is to have the word "gunner" on the items after modding at the station. This doesn't do anything to NPC Gunners who use Power Armor

GunMetal
  • Removed from Power Armor Station
  • Note: I saw no cosmetic difference when I applied this paint scheme. This was added by AWKCR so I decided to remove it from the station

Material Shielding/Buffs Vanilla
Explosive Shielding
  • Moved to the paint menu

Titanium Plating
  • Moved to the paint menu

Photovoltaic Coating
  • Moved to the paint menu

Advanced EMP Shielding (X-01 EMP Shielding)
  • AWKCR change had Advance EMP Shielding applied to every armor set. I've removed this to only be applied to X-01
  • I have also removed the added perk requirements
  • Moved to the paint menu
  • Renamed to "X-01 EMP Shielding"

Prism Shielding (Elite EMP Shielding)
  • Moved to the paint menu

Thermal Coating
  • AWKCR took this off the X-01 armor set keyword list. This was restored
  • Note: Even though this is just 20 energy resistance vs the Advance EMP Shielding of 30, I assume its vanilla for the purpose of resource cost
  • The resistance buffs feel a little off and I will look at these again
  • Moved to the paint menu

Lead Plating
  • Moved to the paint menu

Material Shielding/Buffs AWKCR Added
Charismatic Alloy
  • Removed added junk and perk requirements
  • Hidden from Power Armor Station
  • Bonus re-applied to associated paint scheme

Synth Lined Plating
  • Removed added junk and perk requirements
  • Removed from all sets minus X-01
  • Added global value to finish game with the Institute
  • Removed from Power Armor Station
  • Bonus re-applied to associated paint scheme

Light Weight Alloy
  • Removed added junk and perk requirements
  • Removed from Power Armor Station
  • Bonus re-applied to associated paint scheme

Tungsten Steel
  • Removed added junk and perk requirements
  • Removed from Power Armor Station
  • Bonus re-applied to associated paint scheme

Vibration Sensor Plates
  • Removed added junk and perk requirements
  • Removed from Power Armor Station
  • Bonus re-applied to associated paint scheme

Basic EMP Shielding
  • Removed added junk and perk requirements
  • Removed from Power Armor Station
  • Bonus re-applied to associated paint scheme

Null
  • Removed added junk requirements


REGARDING BOS ADDED PAINTS SCHEMES
AWKCR added various ranking BOS Paint Schemes to all armor sets. These share the same cosmetics from ranks above. Since I'm working on a vanilla foundation first I thought to have these not shown on the Power Armor Station. I did include the Elder paint scheme because it does exist even though its only attainable via looting and it is locked behind a quest.
If people request for the ranks to return I can with a single value, however I would protest that the paint schemes should only apply to T-60 armor as that follows the lore. Again discussion in comments is welcomed.


BUG FIXES THIS MOD DOES
Atom Cats
  • co_PA_Raider_Material_AtomCatAlloy [COBJ:0C000DE4] did not have Global condition
  • Note: This fix is irreverent as this item is hidden but fixed anyways

Military
  • PA_T45_Paint_Military "Military Paint" [OMOD:001979A0]
  • Mod LNAM: N/A
  • Edit LNAM: miscmod_PA_T45_Material_Military "T-45 Military Paint" [MISC:00184221]
  • PA_T51_Paint_Military "Military Paint" [OMOD:00197E04]
  • Mod LNAM: N/A
  • Edit LNAM: miscmod_PA_T51_Material_Military "T-51 Military Paint" [MISC:00197DF3]
  • PA_T60_Paint_Military "Military Paint" [OMOD:001979A8]
  • Mod LNAM: N/A
  • Edit LNAM: miscmod_PA_T60_Material_Military "T-60 Military Paint" [MISC:00185D2C]

Suger Bombs (DLC)
  • co_DLC04_PA_Material_Placeholder [COBJ:06011529]
  • Base Created Object: co_DLC04_PA_Material_Placeholder
  • Edit Created Object: None
  • Note: Placeholder not added in parent mod. Removed attached created object for in-game duplicate creation. Please note, this was editing base item not parent mod, this can cause future bugs since I am not sure what a placeholder for the Sugar Bombs can do but I only affected the created item not the object itself
  • co_DLC04_PA_Material_Placeholder [COBJ:06011529]
  • Mod DESC: Applies Sugar Bombs Paint Job Job. For bonuses apply a material also.
  • Edit DESC: Applies Sugar Bombs Paint Job. For bonuses apply a material also.

Winterized Coating (Cosmetic Shielding) (This one was a dozy)
  • co_PA_T45_Paint_Cold [COBJ:0024901B]
  • Mod EDID: co_PA_T45_Paint_White
  • Edit EDID: co_PA_T45_Paint_Cold
  • Note: ID was causing conflict with CC PA White Paint ID
  • co_PA_T51_Paint_Cold [COBJ:00197DDE]
  • Mod EDID: co_PA_T51_Paint_White
  • Edit EDID: co_PA_T51_Paint_Cold
  • Note: ID was causing conflict with CC PA White Paint ID
  • co_PA_T60_Paint_Cold [COBJ:00197DE0]
  • Mod EDID: co_PA_T60_Paint_White
  • Edit EDID: co_PA_T60_Paint_Cold
  • Note: ID was causing conflict with CC PA White Paint ID
  • co_PA_X01_Paint_Cold [COBJ:0C000DFB]
  • Mod EDID: co_PA_X01_Paint_White
  • Edit EDID: co_PA_X01_Paint_Cold
  • Note: ID was causing conflict with CC PA White Paint ID
  • PA_T45_Paint_Cold "Winterized Paint" [OMOD:0020E1A4]
  • Mod Data: dn_HasPaint_02_White01 [KYWD:0024A0C8]
  • Edit Data: dn_HasMaterial_Cold [KYWD:00188161]
  • Note: Change was done to fix naming of PA piece after mod. From "White" to "Winterized". Conflics with CC White PA objects
  • PA_T51_Paint_Cold "Winterized Paint" [OMOD:00197E08]
  • Mod EDID: PA_T51_Material_Cold
  • Edit EDID: PA_T51_Paint_Cold
  • Mod Data: dn_HasPaint_02_White01 [KYWD:0024A0C8]
  • Edit Data: dn_HasMaterial_Cold [KYWD:00188161]
  • Note: Change was done to fix naming of PA piece after mod. From "White" to "Winterized". Also conflicted with CC White PA naming
  • PA_T60_Paint_Cold "Winterized Paint" [OMOD:0019799E]
  • Mod Data: dn_HasPaint_02_White01 [KYWD:0024A0C8]
  • Edit Data: dn_HasMaterial_Cold [KYWD:00188161]
  • Note: Change was done to fix naming of PA piece after mod. From "White" to "Winterized". Also conflicted with CC White PA naming
  • PA_X01_Paint_Cold "Winterized Paint" [OMOD:0C002FCE]
  • Mod Data: dn_HasPaint_02_White01 [KYWD:0024A0C8]
  • Edit Data: dn_HasMaterial_Cold [KYWD:00188161]
  • Note: Change was done to fix naming of PA piece after mod. From "White" to "Winterized". Also conflicted with CC White PA naming

Basic EMP Shielding
  • co_PA_T60_Material_Cold [COBJ:0C000DF1]
  • Mod CNAM: PA_T45_Material_Cold "Basic EMP Shielding" [OMOD:0C000DEE] 
  • Edit CNAM: PA_T60_Material_Cold "Basic EMP Shielding" [OMOD:0C000DEA]
  • Note: Was displaying two "Basic EMP Shielding" mods in game

Advance EMP Shielding (X-01 EMP Shielding)
  • co_PA_T45_Material_Shock [COBJ:0C000E0C]
  • Mod DESC: Increased Energy Resistance by 30 points..
  • Edit DESC: Increased Energy Resistance by 30 points.
  • co_PA_T51_Material_Shock [COBJ:0C000E0D]
  • Mod DESC: Increased Energy Resistance by 30 points..
  • Edit DESC: Increased Energy Resistance by 30 points.
  • co_PA_T60_Material_Shock [COBJ:0C000E0E]
  • Mod DESC: Increased Energy Resistance by 30 points..
  • Edit DESC: Increased Energy Resistance by 30 points.
  • co_PA_X01_Material_Shock [COBJ:00197DE7]
  • Mod DESC: N/A
  • Edit DESC: Increased Energy Resistance by 30 points.

Lead Plating
  • PA_T45_Material_Rad "Lead Plating" [OMOD:002057D9]
  • Base Attach Point: ap_PowerArmor_Paint "Material" [KYWD:0017DAA8]
  • Edit Attach Point: ap_PowerArmor_Material "Materials" [KYWD:0C000D79]