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.
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?
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.
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.
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.
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.
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.
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.
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.
53 comments
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.
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.
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.
can you help me ?