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Kelthrayden

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Kelthrayden

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53 comments

  1. schnarphestus
    schnarphestus
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    I thought I should remove the Enclave paints since I already installed ccBGSFO4110-WS_Enclave.esl and it would be simpler to keep it (required by UFO4P, and all that require it by extension). Dummy .esl might have worked, but wasn't sure with CC content and/or your mod. Just to check, these were removed:
    cobj_Paint_Enclave
    mswp_Enclave
    misc_Paint_Enclave
    omod_Paint_Enclave

    Did I get everything? After these edits, do you foresee any issues having the official CC paint plugin before your AIO?

    Thank you for reading this and your mods, they are very helpful. 
    1. Kelthrayden
      Kelthrayden
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      Yes, if you're removing a paint, those are the 4 entries you would want to delete for each paint you're removing.

      This mod has all new FormID's for the paints, so there won't be any issues with loading the official CC paints before this AIO.
    2. schnarphestus
      schnarphestus
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      New FormId's for the paints, that explains why I couldn't merge the paint files via the traditional method. IIRC, 11 x 55 or so overwrites, you chose an interesting bypass/work-around. Why 4 mods to merge the paints, couldn't it be one?
  2. Evannee45
    Evannee45
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    Hi, thank you for the instructions. Would you consider make another one for the dogs?
    1. Kelthrayden
      Kelthrayden
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      Originally I had thought about it, but it's a bit more difficult for those. Each dog has scripts and quests associated with them which I didn't want to have to deal with. So I opted not to make one for those.
    2. Evannee45
      Evannee45
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      That's understandable. Just wonder is it safe to merge the dogs using z-merge in your opinion?
    3. Kelthrayden
      Kelthrayden
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      I haven't a clue. Some people say it's fine while others say it's not wise. I choose to err on the side of caution and haven't tried.
  3. tdxcvxz
    tdxcvxz
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    There isn't  FO4 DIY CC PAINTS - BSA profile in the cathedral.
    1. Kelthrayden
      Kelthrayden
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      If you don't see the FO4 DIY CC PAINTS - BSA profile in the cathedral, then you probably skipped #3.
      If you already have CAO installed, then you'll need to install it again to the location mentioned in step 3.

      3. Download Cathedral Assets Optimizer and extract the archive to C:\CCPaints\Tools\CAO

      Then run CAO from that location.
    2. tdxcvxz
      tdxcvxz
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      Figure it out later. Found them and it works.
  4. nukagobbler
    nukagobbler
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    thank you for this- saved me from hitting the BA2 limit! 
  5. Canibalism
    Canibalism
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    I followed all the steps correctly but when I put it in the mo2 and open the game the dyes are all white 
    can you help me ?
    1. Kelthrayden
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      Double check the instructions to make sure that all steps were followed and that none were missed. If you're seeing all White paints, then you did something incorrectly as the textures I've included are all the Vanilla weapon paints. So at the very least, they should just be duplicated Vanilla paints.
    2. nukagobbler
      nukagobbler
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      You probably did what I did: extracted everything as loose files to the Texture folder. Hit "extract with folders" instead of "extract" for BA2 browser. Once you extract the ba2s to the Texture folder, it should have a "CreationClub" folder and "Weapons" folder inside with all the textures. 
  6. JazzCatJimmy
    JazzCatJimmy
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    Thanks
  7. Meebsy
    Meebsy
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    This may have eluded me but how does this reduce the ESL and BSA count when you can't disable CC content in Vortex?
    1. Kelthrayden
      Kelthrayden
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      By removing them from your Steam/Steamapps/Common/Fallout 4/ Data folder. You don't want to have them active if you're using this mod. Cut and paste all of the Creation Club Paints you own to somewhere outside of the game data folder for storage.
    2. Meebsy
      Meebsy
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      Can they be deactivated from the Mods menu in the game menu?
    3. Kelthrayden
      Kelthrayden
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      Not that I'm aware of. They have to be physically removed from your game data folder so they won't be seen and activated.
    4. Meebsy
      Meebsy
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      Inside Vortex would there be any issue with assigning their group to "Creation Club" to have them higher up in the load order?
    5. Kelthrayden
      Kelthrayden
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      I don't use Vortex but you can place this anywhere in your load order.
  8. StickyNarwhal
    StickyNarwhal
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    "Extract all the archives and manually combine it into one!" ok
  9. Meebsy
    Meebsy
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    Any chance you will add the Faction weapon paints to this?
  10. DDjusD
    DDjusD
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    Any chance for a compatibility patch for use with this and Robco Recon Scope Replacer? It has an optional file with matching paints for the new scope but it's obviously incompatible when pair with this.
    1. Kelthrayden
      Kelthrayden
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      I've added it as an optional file. This will override/replace the AORobcoReconScopePaintJobs.esl from the RobCo Recon Scope Replacer - Ultimate Paintjobs Bundle mod. It includes a few patches to work with: No AWKCR, AWKCR, or Loads of Ammo.
    2. DDjusD
      DDjusD
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      I'm a little late to the reply, but thank you very much!