HelperGo Posted January 30, 2022 Share Posted January 30, 2022 (edited) Quick story:Stopped playing modded Fallout 4 a year ago or so, and I was using the CC armor paints with it. Uninstalled the game + mods but vortex saved my save file. Playing again now, re-downloaded most mods (not using weaponsmith extended anymore), added a couple more (classic helmets mods, some gameplay quality of life stuff) playing for a few days and I notice now there's no longer an option to add paints to armor from benches.The only -NEW- mods I'm using that affect armor is the Classic helmets one. I've disabled that and it didn't change anything. Could weaponsmith being absent somehow be the culprit?Thanks for any help. Load order:------------------------------------------------------------Fallout4.esmDLCRobot.esmDLCworkshop01.esmDLCCoast.esmDLCworkshop02.esmDLCworkshop03.esmDLCNukaWorld.esmccfsvfo4001-modularmilitarybackpack.eslccgcafo4013-factionas02bos.eslccgcafo4017-factionas06inst.eslccgcafo4018-factionas07mm.eslccgcafo4020-factionas09rr.eslcckgjfo4001-bastion.eslUnofficial Fallout 4 Patch.espArmorKeywords.esmTOP.eslConcealedArmor.esmHomemaker.esmLoads.esmNewCalibers.espFortune Finder 4 Fix.espRustDevilRedux.espVIS-G Item Sorting.espVIS-G Item Sorting Vanilla Weight Patch.espBetterModDescriptions.esp3dscopes.espArmorsmith Extended.espsettlementheight9000-aio.espW.A.T.Minutemen.espSanctuary rebuild.1.2.espFunctionalDisplays.espAnS Wearable Backpacks and Pouches.espDD_Khassar_De_Templari_Increased_build.espDV-Durable Vertibirds.espDV-No Levelled Vertibirds.espFunctionalDisplays-AID-VIS.espFunctionalDisplays-Collectibles.espFunctionalDisplays-MISC-VIS.espFunctionalDisplays-Patch-DLC-ALL-VIS.espOCDecorator.espOCDecoratorDLC.espOCDispenser.espHomemaker - Streetlights Use Passive Power.espM1Garand.espFO4 NPCs Travel.espW.A.T.M - MMCCAP - Combined.espLoads of Ammo - Leveled Lists.espConcealedArmor.espM1Garand - AWKCR-VIS.espSSEX.espVIS-G We Are The Minutemen.espBetterModDescriptionsAE.espFr4nssonsLightTweaks.esp3dscopes-wse2.espSanctuaryParts.espMultiple Floors Sandboxing.espClassic_Army_Helmet.espSalvageBeacons.espBashed Patch, 0.esp Edited January 30, 2022 by Rhineville Link to comment Share on other sites More sharing options...
DCP23nexus Posted January 30, 2022 Share Posted January 30, 2022 (edited) If you remove any kind of mods (except loose file / empty esp retextures), you need to either start a new game or continue from a save made before the removed mod had been installed in the first place. If you violate that rule the kind of problems you describe would be the least of your worries, I assure you. Fallout 4 does not support removing mods mid-game. Edited January 30, 2022 by DCP23nexus Link to comment Share on other sites More sharing options...
LarannKiar Posted January 30, 2022 Share Posted January 30, 2022 Somewhere in 2018, the developers added a new Keyword element and Attach Parent Slot element to each vanilla Armor's record to make the "Paint" option visible. Older mods that overwrite Armor records can potentially break this new "Paint" slot.. Look for mods that overwrite Armors. Place ArmorKeywords.esm above the Creation Club paintjob ESLs (i.e. ccgcafo4013-factionas02bos.esl) in your load order. See if it helps. Link to comment Share on other sites More sharing options...
HelperGo Posted January 30, 2022 Author Share Posted January 30, 2022 (edited) If you remove any kind of mods (except loose file / empty esp retextures), you need to either start a new game or continue from a save made before the removed mod had been installed in the first place. If you violate that rule the kind of problems you describe would be the least of your worries, I assure you. Fallout 4 does not support removing mods mid-game. Ah. thanks, I may have been doing this way wrong. I was removing mods then rebuilding the bashed patch. Somewhere in 2018, the developers added a new Keyword element and Attach Parent Slot element to each vanilla Armor's record to make the "Paint" option visible. Older mods that overwrite Armor records can potentially break this new "Paint" slot.. Look for mods that overwrite Armors. Place ArmorKeywords.esm above the Creation Club paintjob ESLs (i.e. ccgcafo4013-factionas02bos.esl) in your load order. See if it helps. I don't know if I can move it above those esl's? at least in Vortex? seems like I can't move those files around at all. (EDIT: ah I figured out the "load after" feature in vortex) I'll give it a shot again but Armorsmith worked fine with the paints when i played first time around. thanks! Edited January 30, 2022 by Rhineville Link to comment Share on other sites More sharing options...
HelperGo Posted January 31, 2022 Author Share Posted January 31, 2022 (edited) Somewhere in 2018, the developers added a new Keyword element and Attach Parent Slot element to each vanilla Armor's record to make the "Paint" option visible. Older mods that overwrite Armor records can potentially break this new "Paint" slot.. Look for mods that overwrite Armors. Place ArmorKeywords.esm above the Creation Club paintjob ESLs (i.e. ccgcafo4013-factionas02bos.esl) in your load order. See if it helps. SOI found out that Armorsmith Extended is the culprit. I heard that previously the CC paints needed a patch to work with it, but it doesn't anymore and the patches are obsolete... how could I get the CC paint esl files to load after anything? in vortex and Wyre bash I can't seem to move them at all. the "load after" function in vortex also doesn't seem to work. I'm going to track down these patches and see if it'll work, but as always any help is appreciated! EDIT: I got it! a simple compatibility patch (that when i checked before, said would be obsolete) Thanks for the suggestions :) Edited January 31, 2022 by Rhineville Link to comment Share on other sites More sharing options...
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