[RELz] CS_Skullcaps

Post » Tue Jun 22, 2010 9:43 pm

Name: CS Skullcaps
Version: 0.5
Date: 2/14/2010
Category: Items
Requirements: ArchiveInvalidate Invalidated, FOMM
Author(s):CS aka Mush
Forum:


Description
===========

Adds new headwraps with various textures to the game.
Tweaked the standard headwrap and created one that covers the forehead.


Install
=======

-Get the required files if you don't already have them:

This Mod: http://www.fallout3nexus.com/downloads/file.php?id=11227
ArchiveInvalidate Invalidated: http://www.fallout3nexus.com/downloads/file.php?id=944
FOMM: http://sourceforge.net/project/showfiles.php?group_id=247976&package_id=302838

-1. Extract the files to a temporary location.
-2. Copy files to (install folder)\Fallout3\Data\
-3. Start FOMM place a checkmark beside CS_Skullcaps.esp.
-4. Play game


Uninstall
=========

-1. Exit the game then start FOMM, uncheck the .esp file.
-2. Delete the files/folders associated with the mod.

Fallout3\Data\CS_SkullCaps.esp
Fallout3\Data\CS_SkullCaps_ReadMe.txt
Fallout3\Data\Meshes\CSMesh\headwrap\*.*
Fallout3\Data\Textures\CSTextures\Headgear\*.*


Details
=======
** Update 2/14/10 ** v. 0.5
- Added skullcaps to raiders hat and wastelanders leveled lists as well as various vendors.
- Added 20 texture varieties
- Released to the public.


Known Issues/Bugs or Notes
==========================
- Note: Don't expect to find the skullcaps everywhere. In my playtesting I spent about 2 hours before one showed up on a raider.
Though you may find them in some vendors. They may or may not show up as they have a 5 percent chance of turning up none.
If you do find one on a vendor, you'll probably see no more than 2, maybe 3. It'll be chance on which variety of skullcaps show.

- Issue: If given to companions, the caps may not show up right away. Just go back into their inventory and exit. Their body will update correctly then.

Incompatibility
===============
-None as I used a script to add them to the various leveled lists and containers.

Credits
=======

-People who created those wonderful Modding Tools/Applications. Thank you.


Licensing/Legal
===============

This is for the community, all I ask is if anyone uses this in a release mod, I receive a courtesy credit. Thanks

-Mush-

http://www.fallout3nexus.com/downloads/file.php?id=11227
User avatar
Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Tue Jun 22, 2010 1:02 pm

oh fricken sweet. FINALLY have something for Jericho to wear lol.
is there any attributes that go along with them? just curious. looks
awsome.
User avatar
Monique Cameron
 
Posts: 3430
Joined: Fri Jun 23, 2006 6:30 am

Post » Tue Jun 22, 2010 5:13 pm

oh fricken sweet. FINALLY have something for Jericho to wear lol.
is there any attributes that go along with them? just curious. looks
awsome.


LOL, funny you should mention that. He's exactly who I had in mind when I did this.

Right now, no attributes. Just purely cosmetic. Though in the Vanilla game I did see
some headbands with +1 to some stats. I could make some maybe do a +1 or -1 to Chr depending
on which one the player wears. Like you may be less approachable with a crossbones than say with
one of the flags. (shrugs) It's really all subjective though.

-Mush-
User avatar
Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Tue Jun 22, 2010 2:57 pm

so far after an hour, I found the Yellow (merchant), Green (raider), and Confederate (raider) SkullCaps.
no problems with my vanilla or modded followers wearing them. gave you a vote for mod of the month
on nexus. :thumbsup:
User avatar
Poetic Vice
 
Posts: 3440
Joined: Wed Oct 31, 2007 8:19 pm

Post » Tue Jun 22, 2010 12:01 pm

so far so good, found a few more on various people. dosn't seem to
conflict with Project beuty or some of the more popular hair packs.
hokerr thing is keep it near the bottom of the bottom of the FOMM list.
below MMM for sure. sweet deal.
User avatar
Dona BlackHeart
 
Posts: 3405
Joined: Fri Dec 22, 2006 4:05 pm

Post » Tue Jun 22, 2010 10:28 pm

For some reason it double posted - sorry.

-Mush-
User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Tue Jun 22, 2010 6:40 pm

so far so good, found a few more on various people. dosn't seem to
conflict with Project beuty or some of the more popular hair packs.
hokerr thing is keep it near the bottom of the bottom of the FOMM list.
below MMM for sure. sweet deal.


Thanks, yeah it really shouldn't conflict with anything as I put them into lists and containers via scripts. If anyone adds or removes things to the lists or containers, so long
as the actual name of the Ref container and/or list doesn't change, the caps will get added to them. Nothing is actually placed to avoid conflicts.
Playing I found some on traveling vendors and more on raiders. Pretty cool seeing someone with a gun and crossbones cap. I stop and think. Yeah I made that. lol
Anyhow, glad you're enjoying the mod.

-Mush-

PS, yes, keeping it at the bottom of the Fomm list will ensure that the script to add them get's run after any mods have made any modification to any of the lists/containers.
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Tue Jun 22, 2010 2:44 pm

I llike these, it's always great to have more variety in apparel, especially leveled list variety.
User avatar
Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Tue Jun 22, 2010 4:20 pm

I think it would be safer to put them into the lists instead of adding them via script. If it's anything like NPCs and other actors, the act of altering the leveled lists in question makes them part of the gamesave and thus make any changes via plugins not work since gamesave data loads last in the load order. Removing this mod will also result in a null entry in the list.

I think it'd be safest to add them to the leveled lists you want them in, and then putting in the notice that FO3Edit list merging may be needed, because the only way to undo changes in a save is to load an earlier one before the change.
User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am

Post » Tue Jun 22, 2010 8:56 pm

Ah, noted. Thanks.

Will a 'Create Merge Patch' in FO3Edit merge all leveled lists automatically? Or would the person need to check each mod to see what get's overwritten then merge the lists manually?

-Mush-
User avatar
Angus Poole
 
Posts: 3594
Joined: Fri Aug 03, 2007 9:04 pm

Post » Tue Jun 22, 2010 5:32 pm

** Update 2/22/10 ** v. 0.5.1
- Changed how skullcaps were added to fix an issue if one were to uninstall this mod. *(See notes below)
- Added the need to create a merge patch for extra compatibility.
- Note: If upgrading to 0.5.1, the only way to correct a potential uninstall issue is to start a game PRIOR to running 0.5
else this hotfix is useless. For new users, just using the 0.5.1 version after installing 0.5 will be fine.

-Mush-

http://www.fallout3nexus.com/downloads/file.php?id=11227
User avatar
Lil Miss
 
Posts: 3373
Joined: Thu Nov 23, 2006 12:57 pm


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