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Creation Club armor paints stopped working. What could be the cause?


HelperGo

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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.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
ccfsvfo4001-modularmilitarybackpack.esl
ccgcafo4013-factionas02bos.esl
ccgcafo4017-factionas06inst.esl
ccgcafo4018-factionas07mm.esl
ccgcafo4020-factionas09rr.esl
cckgjfo4001-bastion.esl
Unofficial Fallout 4 Patch.esp
ArmorKeywords.esm
TOP.esl
ConcealedArmor.esm
Homemaker.esm
Loads.esm
NewCalibers.esp
Fortune Finder 4 Fix.esp
RustDevilRedux.esp
VIS-G Item Sorting.esp
VIS-G Item Sorting Vanilla Weight Patch.esp
BetterModDescriptions.esp
3dscopes.esp
Armorsmith Extended.esp
settlementheight9000-aio.esp
W.A.T.Minutemen.esp
Sanctuary rebuild.1.2.esp
FunctionalDisplays.esp
AnS Wearable Backpacks and Pouches.esp
DD_Khassar_De_Templari_Increased_build.esp
DV-Durable Vertibirds.esp
DV-No Levelled Vertibirds.esp
FunctionalDisplays-AID-VIS.esp
FunctionalDisplays-Collectibles.esp
FunctionalDisplays-MISC-VIS.esp
FunctionalDisplays-Patch-DLC-ALL-VIS.esp
OCDecorator.esp
OCDecoratorDLC.esp
OCDispenser.esp
Homemaker - Streetlights Use Passive Power.esp
M1Garand.esp
FO4 NPCs Travel.esp
W.A.T.M - MMCCAP - Combined.esp
Loads of Ammo - Leveled Lists.esp
ConcealedArmor.esp
M1Garand - AWKCR-VIS.esp
SSEX.esp
VIS-G We Are The Minutemen.esp
BetterModDescriptionsAE.esp
Fr4nssonsLightTweaks.esp
3dscopes-wse2.esp
SanctuaryParts.esp
Multiple Floors Sandboxing.esp
Classic_Army_Helmet.esp
SalvageBeacons.esp
Bashed Patch, 0.esp

Edited by Rhineville
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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 by DCP23nexus
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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.

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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 by Rhineville
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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.

 

SO

I 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 by Rhineville
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