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Mod Armour not working


SpartanISW108

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I modded a long sleeve combat armour variant for the Talon Company mercs, I've integrated it into their armour lists, both "Talon2armor" and "Talon3armor". The armour in question appears in game on the NPC's correctly as it should do, but when I try to loot it off of them and try to equip it my current armour becomes unequipeed (like it should) the new armour flashes, as if it was being equipped, then it doesn't have the square by it to say it's been equipped. So then I end up with a character who's in his underwear shooting Raiders. Also the checkbox for "Playable" IS checked.

 

Please help me, I've tried everything. The mod doesn't have any masters other than Fallout3.esm. Everything else about the mod works as it should. It just doesn't want to be equipped.

 

I encountered a similar problem with this mod (http://fallout3.nexusmods.com/mods/18493) in which I couldn't equip it after completing Tranquillity Lane. I was never able to remedy that issue however as I couldn't find anything in the MQ04 files that would stop me from using the armour. Any help would be much appreciated.

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ilyasw - Hello!

 

Odd.

 

So you've ticked playable.

 

What about the "Biped Object" setting, have you changed that?

 

For combat armor it should be the "Upperbody" slot & no other.

 

Though that shouldn't auto unequip the combat armor, it would just unequip anything that was in the highlighted slots listed for it.

 

Have you got any mods that affect clothing at all? A mod the auto equips some item possibly?

 

If so, try running with them unticked & see what happens.

 

Hope this helps!

 

Prensa

Edited by prensa
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I have gloves as an armour add-on, does that mean on the actual armour I shouldn't have left hand and right hand ticked? as each glove has their respective hand ticked already.

I used a form list ton add the gloves by the way.

 

EDIT: It works now I've unchecked the Left and Right hand markers from the armour set.

 

Now can you guys help me with the helmets? I am using a retex of the Winterized combat helmet from Anchorage, except I've made it without the Anchorage requirement, the helmets work properly, it's just that people's faces clip through the mask, how would I fix this?

 

If I absolutely HAVE to have an anchorage requirement I will be able to do that

Edited by ilyasw
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ilyasw - Hello!

 

"EDIT: It works now I've unchecked the Left and Right hand markers from the armour set."

 

Glad it works now. :)

 

It was probably clashing with the pipboy, that's why it worked on non players & not the player.

 

Outfits with gloves tend to lose the one on the pipboy arm for the player & the pipboy can't be unequiped.

 

"Now can you guys help me with the helmets? I am using a retex of the Winterized combat helmet from Anchorage, except I've made it without the Anchorage requirement, the helmets work properly, it's just that people's faces clip through the mask, how would I fix this?"

 

Have you, in GECK, gone to "Character" & selected "Update Facgen Model Availability" then saved you mod?

 

If that does not fix it & you've just used a vanilla model with a retex, get that Winterized combat helmet's .egm file & place it in your new Helmets folder. Make sure it is named the same as your new helmet, for example:

 

MyNewHelmet.nif

 

The .egm would be:

 

MyNewHelmet.egm

 

That should fix the helmet.

 

Hope this helps!

 

Prensa

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ilyasw - Hello!

 

"EDIT: It works now I've unchecked the Left and Right hand markers from the armour set."

 

Glad it works now. :)

 

It was probably clashing with the pipboy, that's why it worked on non players & not the player.

 

Outfits with gloves tend to lose the one on the pipboy arm for the player & the pipboy can't be unequiped.

 

"Now can you guys help me with the helmets? I am using a retex of the Winterized combat helmet from Anchorage, except I've made it without the Anchorage requirement, the helmets work properly, it's just that people's faces clip through the mask, how would I fix this?"

 

Have you, in GECK, gone to "Character" & selected "Update Facgen Model Availability" then saved you mod?

 

If that does not fix it & you've just used a vanilla model with a retex, get that Winterized combat helmet's .egm file & place it in your new Helmets folder. Make sure it is named the same as your new helmet, for example:

 

MyNewHelmet.nif

 

The .egm would be:

 

MyNewHelmet.egm

 

That should fix the helmet.

 

Hope this helps!

 

Prensa

 

Where do I find the .egm file? It's not in Anchorage-Main, so that must mean it uses a Vanilla .egm, how would I find out what .egm file is being used by the masked helmet?

 

Also the clipping through face problem happens to NPCs as well as my Player, I'll try your "Character" saving stuff now though :)

 

EDIT: Picture for reference 286392_393839947365715_1247212777_o.jpg

Edited by ilyasw
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ilyasw - Hello!

 

"Where do I find the .egm file? It's not in Anchorage-Main, so that must mean it uses a Vanilla .egm, how would I find out what .egm file is being used by the masked helmet?"

 

Yeah, I just checked. Does not seem to have one of it's own, not all hats do.

 

The Update Facgen Model Availability hopefully will fix it. :)

 

Prensa

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ilyasw - Hello!

 

"Where do I find the .egm file? It's not in Anchorage-Main, so that must mean it uses a Vanilla .egm, how would I find out what .egm file is being used by the masked helmet?"

 

Yeah, I just checked. Does not seem to have one of it's own, not all hats do.

 

The Update Facgen Model Availability hopefully will fix it. :)

 

Prensa

 

 

Do I select my helmet first then click Character/Update Facegen?

Or do I just select that then save?

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ilyasw - Hello!

 

"Do I select my helmet first then click Character/Update Facegen?

Or do I just select that then save? "

 

As long as your mod is loaded, just select Update Facgen Model Availability & save.

 

Prensa

 

 

Thank you, that and having the flags the same as the DLC helmet have made it work, thank you ever so much for your help :)

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