g9871234 Posted November 29, 2022 Share Posted November 29, 2022 Can anyone help me make a compatibility patch between Hellfire X-03 power armor and ZephyrWarrior's amazing power armor overhaul mod?I've been losing my minds trying to learn how to make these two compatible in FO4Edit, and 7 patch attempts down the line with no changes being reflected ingame.I've already spent hours looking for an existing patch online but I can't find anything. In concept it shouldn't be hard but I just can't figure out what records to carry over; I've tried carrying over all, as well as only a select few, and even tried to dissect a similar patch between the x02 mod and the same power armor overhaul, but I just don't get it... If anyone could please at least give me a clue as to what records to port over or direct me to a guide Links to mods:https://www.nexusmods.com/fallout4/mods/4415?/https://www.nexusmods.com/fallout4/mods/26251/ Link to comment Share on other sites More sharing options...
Blinxys Posted November 29, 2022 Share Posted November 29, 2022 If I'm following this right, it's an armor overhaul and a new power armor. These are just general pointers, not doing it for you, just indicating methods and things to look at. Copy the entire new powerarmor into a new esp as override.Make both esps masters for the new one. You'll want to compare the overhaul items against new armor.Primarily check Arma, Armo, keywords, and constructible items against overhaul.Hint: you can ctrl-click two (2) or more records and right-click -> compare to see them side-by-side.Carry forward the differences from overhaul into your new mod. Note: you are updating an existing unique entry so there should be no conflicts inherently. Once you save the new mod, you should Quick Auto Clean (QAC) it, to remove identical to master entries (ITM). Important: Start a new game when testing.Make sure you have all the prerequisites (you saw in F4edit) for the items you wish to make.Open console ~ type "Help Hellfire 4" and see if it is in there.you can type player.placeatme the id of the armo entries it will display (if it exists). Hope that gets you somewhere new! :D Link to comment Share on other sites More sharing options...
g9871234 Posted November 30, 2022 Author Share Posted November 30, 2022 (edited) Firstly thank you very much for your reply!And indeed it is a new power armor mod that I'm trying to make a power armor overhaul recognize. The overhaul adds new slots for power armor customization. Hint: you can ctrl-click two (2) or more records and right-click -> compare to see them side-by-side. Unfortunately I still can't figure it out; I don't seem to have any "compare to" button when opening the reference menu via right click on a record.I only see "compare to" if I right click the file header itself, but in that case it only compares the file headers and nothing else...I'm using the latest FO4edit 4.0.4, freshly downloaded. Otherwise I feel like I am on the right track thanks to your reply Edited November 30, 2022 by g9871234 Link to comment Share on other sites More sharing options...
Blinxys Posted November 30, 2022 Share Posted November 30, 2022 Uhm, ctrl+click right-click works fine for me.Only thing I can think is make sure they are the same record types. (???) :unsure:Meaning they are under the same branch in their respective espi.e. ARMO in order to compare, if not you are right it doesn't work, (but explains why two headers would). :wink: The thing that might mess with you is INNR (Instance naming) if it uses it, or Levelled Lists LLI, LLD... There's a number of 'em.(Just getting a handle on instance naming myself). :blush: Use SKK50's Fast Start New Game (its a must-have for testing purposes). Link to comment Share on other sites More sharing options...
g9871234 Posted November 30, 2022 Author Share Posted November 30, 2022 (edited) Only thing I can think is make sure they are the same record types. (???) :unsure:Meaning they are under the same branch in their respective espOhh, I see now where I was messing up; I was trying to right click the whole record name (i.e. "armor") instead of each individual record under armor...I guess it shows I'm completely new at using FO4edit, and just xEdit in general :sweat: But I see now, I've began comparing the differences and carrying them over from the overhaul into the new esp.There's still something else that confuses me though; the overhaul has an ARMA record, but the new power armor doesn't, what do I do in this case? Do I add an ARMA record to the new esp and copy the ARMA records from the overhaul into it? The ARMA record in the overhaul seems to be for the jetpack, which if I understand right, the overhaul turns the jetpack from a torso mod into its own piece of power armor with its own mod slots. EDIT: I've just got an idea, there's a similar patch for the x-02 that integrates it into ZW's overhaul; I'm going to try to reverse engineer that patch while following your pointers to see if I can find any extra clues, and will see how it goes after.Thanks to you I feel like I am definitely getting closer to patching this! (patch I'm talking about: https://www.nexusmods.com/fallout4/mods/21505/) Edited November 30, 2022 by g9871234 Link to comment Share on other sites More sharing options...
Blinxys Posted November 30, 2022 Share Posted November 30, 2022 (edited) Ok, yeah but that mod will replace the original file, you are making a proper patch, which could ten perhaps be made into an overwrite.(The difference should become apparent in your study of it, that makes direct edits to the original file, you are making "overrides" after the fact). The Arma record is an Add on.By ctrl+clicking certain ID references in the right pane you can "follow" the references.From the sounds of it, that ARMA won't be of any use to you so you can most likely skip it.(But with the above trick you can see how the ARMA is attached to what).Also at the bottom tabs on the right pane there is a spot that says Referenced by (n) For say ARMA or ARMO record.You can click on that and see where else it's being used and by what kind of record.Handy in the least. :pirate: Note: if you don't have a record, and you don' t need a record, do not transfer the record. (That record will "carry forward" from original esp/mod). Edited November 30, 2022 by Blinxys Link to comment Share on other sites More sharing options...
g9871234 Posted December 1, 2022 Author Share Posted December 1, 2022 (edited) Great news! Thanks to all of your useful tips I've managed to have some partial success with the patch!The overhaul mod now recognizes the X-03 power armor and all of its modifications are possible to install. However, the overhaul also comes with its own additional paint jobs, and while the overhaul's paint slot appears on the X-03, it is empty.Would you happen to know what type of records I would need to look for in specific to be able to apply those paints onto the power armor? Overall though it seems I still need to do a bit more tinkering with the patch, but I see this as a major breakthrough for now, which wouldn't have been at all possible without your help! Thank you very much for all of your awesome insight so far! EDIT: It seems the primary reason I'm having difficulties figuring the paintjobs out is because they're nested in subcategories in the overhaul.For instance, there's a mod slot called Categories and one called Paint, the paint one is always empty until the categories one has something selected (i.e. Categories: Camouflage; at which point a selection of camos become available to choose in the paint slot.) The problem is that the categories slot is completely empty for the new power armor and thus the paint slot is also empty by extension.Additionally, the overhaul splits up paintjobs from plating and from coatings into separate slots. All of which are also empty for the X-03.I want to mention that the overhaul requires archive invalidation for its paintjobs and materials to work, but I have done that already and the paintjobs and materials do work for all the vanilla power armors properly, so the overhaul is correctly set up. In FO4Edit I see all these paintjobs as MSWP (material swap) records, all of which are referenced by OMOD (object modification) records with the same names, all of which are additionally referenced by COBJ (constructible object) records with the same names.Any idea how I should proceed from here? EDIT 2: Another breakthrough!Upon further trying to reverse engineer that replacer patch for the x02, I've learned how to make all the paintjobs, plating and coatings work with the x03.At least now they show up in the game and can be equipped, yet one problem still remains. Specifically that not all the paintjobs show up when equipped; some of them slightly change the hue of the x03 but the camo ones don't seem to show up on the armor's surface at all. This is the last roadblock before the patch is done Edited December 1, 2022 by g9871234 Link to comment Share on other sites More sharing options...
g9871234 Posted December 1, 2022 Author Share Posted December 1, 2022 After further investigating the x02 replacer patch as well as testing it in game, I believe I have discovered how to get past this last issue.It seems I have reached the same point that the patch for the x02 has reached, no paintjobs appear on the x02 either.Looking at what files those paintjob records call on, they all have unique texture files made for the vanilla power armors in specific. I could be wrong in this conclusion, but I think this means new custom paintjob textures have to be made in photoshop for the X-03, then simply add records in FO4Edit that target the new texture for replacement.Additionally, some of the unique paintjobs that come from the creation club seem to work with the modded x02, even though no custom textures for the modded x02 exist in the files; which to me indicates that it would be possible for the existing textures to somehow be used on the x-03 as well, albeit it might look a bit out of place and risk not covering every side of the armor equally or covering too much of it including segments that would look weird with paint on them. But if it is possible, such a method is beyond me at the moment. Link to comment Share on other sites More sharing options...
Blinxys Posted December 2, 2022 Share Posted December 2, 2022 OK Your conclusions are spot on. :thumbsup: Using Fo4edit you can track down the texture in use (in the materials).However, this is easiest just looking a the nif (3dmodel) file using Outfit Studio, or the advanced route: NifScope.(Both display information differently and I have yet to resolve what is entirely going on in there, but)... Both programs can be found here on the Nexus, neither of which will I be explaining here. :no: The textures may be packed in a BA2 file, which you will need BAE (Bethersda Archive Extractor) or archive2 from the CK to unpack.You will also need the Material Editor (found here on the Nexus). Easiest thing to do:Copy an existing BGSM file for the armor in question, and alter its path content to match a new texture.Update FO4edit references where you find them, see what pops. :turned: Link to comment Share on other sites More sharing options...
g9871234 Posted December 2, 2022 Author Share Posted December 2, 2022 Blinxys, thank you so much for all of your help! The patch is done and working now, which wouldn't have been possible without you!I've had no idea how any of this stuff worked before, and my first patch attempts by myself were so far off from what I've really had to do that I would've never even gotten close if you hadn't helped me.So once again, thank you very much! Link to comment Share on other sites More sharing options...
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