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The Rebel

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Description : The Rebel outfit has medium protection and offer enhancement to your Agility, Perception, Endurance and your Carry weight. the model design also blend nicely in Fallout universe.the outfit is separated in four pieces the main outfit, hood, mask and backpack. the outfit also supports both male and female.
the default texture for the outfit is 4k, also comes with 2k, 1k found in optional download section.

How to get :
you can craft the outfit in chem station under Utility section. it’s very easy to craft, so no need for console command.

AWCKR Patch Notes : you can craft the outfit in Armorsmith bench under these categories.
Rebel outfit : Rugged outfits
Rebel hoodie : Head gear
Rebel gasmask : Head gear
Rebel backpack : Packs
Rebel Gloves : Gloves

Rebel Armor status :

Rebel Outfit
* 75 DR, 5 RE. Enhance Agility and Perception.

Rebel Hoodie
* 1 DR

Rebel GasMask
* 2 DR, 15 RE. Enhance Endurance.

Rebel Backpack
* Enhance Carry Weight by 100.

requirement :

Rebel Outfit

* Leather ——–> 13
* Plastic ——–> 5
* Rubber ———> 8
* Cloth ———-> 25

Rebel Hoodie

* Cloth ———-> 6

Rebel GasMask

* Leather ——–> 3
* Plastic ——–> 2
* Rubber ———> 8

Rebel Backpack

* Leather ——–> 6
* Plastic ——–> 2
* Rubber ———> 2
* Cloth ———-> 13

Rebel Glove

* Cloth ———-> 3

Future plans :
stay tuned 😀

Install :
extract files in your fallout 4 data folder or use NMM

Uninstall :
delete mod Files in meshes, texture and materials or simply use NMM

Used Tools :
3ds max, zbrush, 3dcoat, quixel suit.

Credits :
L0rd0fWar

The post The Rebel appeared first on Fallout 4 mods.


X1 STALKER – Standalone

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A6addon Power Armor Series for Fallout 4

First Publication A6addon Power Armor Series for Fallout 4, scheduled for next week and
as gamers not only want to look at pictures and prefer playing with the new equipment on the battlefield,
for better Fallout, dead smart by the end times
My first-strike and opener my self creation the Stalker Armor

This mod is standalone as all my mods and adds a new X1 paint

Have Fun with the PA and happy times
more comes this week

A6addon
www.no-mercy-entertainment.de

The Stalker Armor in action and X1 in the swamp

Everything good and you like your new toy then paid with a like for my motivation.

Thanks and have fun and success

How to install:

1.
Extract the downloaded zip file.

2.
Copy contents into the Data folder inside your Fallout 4 installation directory.

3.
Activation in options Addon if you had the new Patch 1.4.x.x [beta]

or try Nexus NMM

The post X1 STALKER – Standalone appeared first on Fallout 4 mods.

M1911A1 – Standalone Handgun

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A little bit of background info on the M1911:
The M1911 is a single-action, semi-automatic, magazine-fed, recoil-operated pistol chambered for the .45 ACP cartridge. It served as the standard-issue sidearm for the United States Armed Forces from 1911 to 1986. It was first used in later stages of the Philippine–American War, and was widely used in World War I, World War II, the Korean War, and the Vietnam War. Designed by John Browning, the M1911 is the best-known of his designs to use the short recoil principle in its basic design. The pistol was widely copied, and this operating system rose to become the preeminent type of the 20th century and of nearly all modern centerfire pistols.

This specific model was based off of the M1911A1 from Metal Gear Solid 3: Snake Eater.

Here is a short video demonstration by BenderSKR:

If you are on YouTube considered Subscribing to his Channel. He makes awesome cinematic videos.

The ENB Preset in the video and screenshots are by BenderSKR also. Check out his preset here:

Sugar Bloom (ENB and ReShade Preset)

I have included the following Weapon Mods:
Receivers: Standard, Calibrated, Hair Trigger, Heavy Frame, Light Frame, Hardened, Powerful, Calibrated Powerful, Advanced.
Grips: Standard Grip, Comfort Grip.
Magazines: Standard, Quick Eject, Large, Large Quick Eject.
Sights: Standard Sights, Glow Sights.
Muzzle: Suppressor.

It doesn’t have any extra Barrel Attachments, or Reflex Sights because I didn’t think it would look good on the gun. It is chambered in .45 Ammo. It has stats that are just a little better than the Deliverer. There are custom sounds for Fire and Silenced, should work with NPCs. Also, the textures are pretty Low Res (1K I think LOL) I will probably not do any retextures for this so please do not ask me.

Known Issues:
There are a couple graphical issues, one with the slide on the back side and another on the bottom of the Magazine. These are only cosmetic and hardly noticeable. If you find any bugs please report them in the BUGS SECTION not in the POSTS SECTION. Thank you!

Getting the Weapon:
IMPORTANT! To get the weapon please make sure you follow these steps first:

Navigate to your Fallout 4 Folder at the following location “Documents/My Games/Fallout 4”
Within this folder will be a number of .ini files, highlight “Fallout4Prefs.ini” and “Fallout4.ini”.
Right Click, select Properties and ensure that these are NOT marked as read only.
Open Fallout4Prefs.ini with your favorite text editor
Navigate to the very bottom and you will see the line [Launcher]. Directly underneath this, add the following line:
bEnableFileSelection=1
Save and Close
Open Fallout4Custom.ini with your favourite text editor.
Add the following lines to your Fallout4Custom.ini
[Archive] bInvalidateOlderFiles=1
sResourceDataDirsFinal=

I have made a patch for my other mod that lets you craft Standalone Weapons at a custom workbench or using the workbench from AWKCR. There are also merged patches and leveled lists patched for most of the popular weapon mods on Nexus. The single patches are in the Misc and/or Updates sections. You can check that mod out here:

Standalone Weapon Crafting Station and AWKCR Patches

If you just want to use Console Commands to get the weapon type this in the Console:

help “m1911” 4

Look for the record that has “WEAP” in front of it then type this:

additem xx000800

Change the x’s to the number the WEAP record shows.

Credits:
All credit for the original Models and Textures go to the following authors at GameBanana; Steel – 1911 Frame/Slide/Magazine/Silencer, General Tso – Sights, the_tub – Sights, SureShot – Hammer and Grip Cut Edits/Grips/DuoTone, Style slide/Hammer and Magazine (and normal/spec maps), Stoke – 1911 Frame/Slide/Bullet/Silencer, and SureShot. DOOM for messing everything up.

Big thanks to BenderSKR for doing the awesome video and screenshots pre-launch so this could all be presented so well. Really, Subscribe to his YouTube Channel.

DISCLAIMER:
I am not trying to make any money off of this mod. If there is a problem with the branding on the textures please let me know and I will do my best to remove them. Thank you in advance.

My Other Fallout 4 Mods:

Desert Eagle .50 AE – Standalone Handgun

M1911 – Standalone Handgun

MAC-11 Machine Pistol – Standalone

Rhino M1 Revolver – Standalone

Standalone Weapon Crafting Station and AWKCR Patches

Wasteland Creatures Redone – Retexture Compilation

SEE MORE HERE
Thank you BasedGod

The post M1911A1 – Standalone Handgun appeared first on Fallout 4 mods.

Atom Cats Power Armor Small Overhaul ( Power Cat Armor )

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Hey Cool Cats

Do you Love wearing the Atom Cats Power Armor in the wasteland ? Do you also feel like its missing their logo on it ?:(

Well Well Well

This mod changes that.

Now all the raiders, gunners, and super mutants will know that your a cool cat.

Meow

Notes

This replaces all the paint job for all the Atom Cat Armors, anyone wearing the T-60 with the Atom Cats paint will have the cat logo on the torso piece.
You still need the Atom Cats Custom Paint job to use this paint job, you can get it at the Atom Cats Garage, just south of the castle.

-My first Mod
-Going to make the Atom Cat Paint job available for the -T45. T51, X-01 by v2.0 ( CHECK OUT MY PREVIEW FOR THE T-45 IN THE PICS)

The post Atom Cats Power Armor Small Overhaul ( Power Cat Armor ) appeared first on Fallout 4 mods.

Deathstroke Armor and Weapon

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DEATHSTROKE
Standalone armor of fearless villain!
FINNALY! – Deathstroke arrived to the commonwealth! Wear his mask and feel power of this super villain, mercenary and martial arts master!

DESCRIPTION – This is what many of you have been waiting…standalone mask of DC Universe character Deathstroke. Mask can be upgraded on armorsmith stations, and have physics! Now added Slade Wilson sword!

MASK IS CRAFTABLE AT ARMORSMITH WORKSTATION, under section: “armor”.
SWORD IS CRAFTABLE AT WEAPONSMITH WORKSTATION, under section: “melee”.

THIS IS NOT THE END! – Now I need short break. After that I will make whole Deathstroke armor… YES, all pieces!

Credits:
Ruddy88 – I have to say, this friend have a lot of patience. I almost bothered you to death:) Sorry for that, and you have my special thanks! Otherwise I couldn’t do anything. Thank you for support, files and knowledge.
All of you guys – for testing, support and endorsing.

The post Deathstroke Armor and Weapon appeared first on Fallout 4 mods.

Institut X1-A6- Reaper – Standalone

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Welcome Home A6addon’s Series
The Official Midnight Rollout to the Fallout

Institut X1-A6- Reaper
The Reaper is My first Power Armor with glow fx on Fallout 4 and one of the few ever and Standalone
Special features: In the sterile white / black at the Institute look,
with Blue Glow elements
or simply…. the Storm trooper under the Power Armors

This mod is standalone as all my mods and adds a new X1 paint

If you possess no X1 PA see the video in you get the location where X1 is …. in swamp

Everything good and you like your new toy then paid with a like for my motivation.

Thanks and have fun and success

A6addon

The post Institut X1-A6- Reaper – Standalone appeared first on Fallout 4 mods.

T60 Blood N Chrome – Standalone

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T60 Blood N Chrome – Standalone

As the name says, T60 Blood and Chrome. Just the right outfit to show a Raider how much you like him.

[T51/X1 Blood N Chrome is in work stay tuned]

This mod is standalone as all my mods and adds a new X1 paint

If you possess no X1 PA see the video in you get the location where X1 is …. in swamp

Everything good and you like your new toy then paid with a like for my motivation.

Thanks and have fun and success

The post T60 Blood N Chrome – Standalone appeared first on Fallout 4 mods.

Dark Armor

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Adds a new female armor. Dark grey armor with blue glowing details.Female only, sorry no male version. Damage and energy resistence is 50 or 1 point more than the Combat Armor parts combined minus whatever is worn under them. It is not OP but not useless either. Includes a sleeveless coat in V1.01.

The armor is based off the CBBE body and it contains Bodyslide files so you can adjust the shape. CBBE is not required but I highly suggest it.

It can be obtained just south of Hub City Auto Wreckers on a hostile NPC. She has 11 in inventory including the one she is wearing. She does respawn so more can be obtained.
____________________________

AWCKR version: Only craftable, use Armoursmith Workbench to craft the armour.
____________________________

Bladed bracers like the FO3/FNV version and visible in Elianora’s screenshots are in the miscellaneous files. Install after the main file.

FO3 Dark Armor
FNV Dark Armor

Versions and update info:

V1.0 Initial release.
V1.0 Bladed bracer version added to miscellaneous files.
V1.01 Sleeveless coat added.
V1.01 Bladed Bracers, Included Bodyslide files.

Compatibility and required files:

Requires: FO4

May be incompatible with anything that changes the same location.

Install:

Use NMM or…

Manual:
1. Unzip/unrar to any location.
2. Copy contents into your Data folder.

Mod Use Permission:

Requires Permission to use.
Requires credits to use.

My other mods….

Fallout 4 mods:
Assault Combat Rifle resource
Camo Bodysuit
Classic style Nuka Cola Bottles
Climate Tweaks
Cute Yennefer Minidress
Empty Bottles
Field Scribe Backpack
Fusion Generator
Grognak short skirt and no gloves
Jangles The Moon Monkey
Jets Weapon Collection
No screen blood splatter
Teddy Mines

Skyrim Mods:
4 Steel Knights Shields
Arrowsong
Campsites in Skyrim
Cute Yennefer Minidress
BearClaw
Building kits
Dragonborn Necklace
Dwarven Bows
Equipped weapon scale fix
Female body and textures By race
Modern styled arrows
No Force Greet Patch
No Predators on roads
Not Locked Anymore
Painting resource for mods
Riftwood Bunny Breeders and Fire-Eye Chicken Ranch
Simply Circlets
Skelingtons Attack
Subtle Eye Adapting to light

Fallout 3 mods:
A double barrel shotgun resource
A Scavenger Hunt for Drinks FO3
Camo bodysuit sets
Dark Armor [/url
Free Mesmetron
Glowing muck pools
My Saturation fog and blur modification
Skeletons in the DC wasteland
The Final Word to any argument
Type3 based Body meshes with Pubic hair mesh and texture

Fallout New Vegas Mods:
A Laser Minigun
A Scavenger Hunt for Drinks FNV
A unique minigun
BoomStick and BoomStick II
Camo bodysuit sets
Dark Armor
Female Stealth Suit MK II redone
Gold 9mm Pistol with mods
JET’s Unique armors and weapons
Modified Cass
Modified Veronica
No annoying crowd ambient sounds
Pizza mod resource
Skeletons In the Mojave
Smiths Dancers
The Final Word to any argument
The Penetrator a NSFW weapon
Type3 based Body meshes with Pubic hair mesh and texture

Oblivion Mods:
Arrowsong
Campfires in campsites fix
Corset Dress Complete Outfit
Frostcrag Spire fixed weather
Kingbrand Sword set
Less rain and snow
No Road Predators

The post Dark Armor appeared first on Fallout 4 mods.


Mascot Head Armors

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Added Vault-boy head, Monkey head and Eyebot Head armors.

Requirements : AWKCR

How to get
Can in this mod can be made with the AWKCR Armorsmith bench.
AWKCR category:Headgear

概要:次のかぶり物装備を追加します。
ボルトボーイ
シンバルモンキー
アイボット
それぞれ3サイズありますので、お好みのサイズをご利用ください。
居留地の住民に装備させると目立つのでオススメです。必須MOD : AWKCR

入手方法
AWKCRのArmorsmith benchで制作できますので、AWKCRを導入後、製造ベンチを設置してからヘッドギアカテゴリより制作してください。

The post Mascot Head Armors appeared first on Fallout 4 mods.

Commonwealth Scavvers – AWKCR

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First things first:
Screenshots are always welcome so feel free to share! I’d love to see what you guys are doing with these!

Known Issues:
– Gunner Set on female will cause a CTD when entering VATs. Am working on why that keeps popping up.

Requires:
Armorsmith Extended
AWKCR

Overview:
This started out as a small project to add a few more armors with a raider/scavenger type vibe to it and ended up with more than I thought I would do. All of them were put together from vanilla assets and are completely compatible with AWKCR and Armorsmith right out of the box.

Right now its only the 5 outfits and as well as a few attachments that can be equipped akin to armorsmiths rifle/pistol harness. The armors themselves do work with CBBE so make sure to build your outfit with your desired preset.

As soon as the GECK is released I do plan on adding these to a custom faction with new enemies, allies and vendors as well as a few creature types to accompany the different outfit types.

For know though the armors are: When the GECK is released each will spawn on a new npc with their own space loot list based of said outfit.
The Techpriest set: May have variations as well as a robot companion
The Heavy set: Nothing special planned for this one yet. If you feel its too strong though just let me know I based the stats off the Railroad Coat MKV.
The Gunner set: Will have different variations for different kind of units. Goes great with the attachments I made aswell
The Beastmaster set: Will have multiple variations to match whatever creature companion I pare them with.
NEW! The Grave Robber: Arms are separate parts instead of one whole piece so feel free to mix and match. Will do a coffin-less version if there is enough demand for it.

The attachments are the Sniper on the back, Double barrel holstered on the lower back ME style, .44 on the hip and a grenade belt across the chest. The come in a many combinations and I have other additions in the works already.

Installation:

Either with NMM or MO2 if doing it manually just drag on drop into your data file.

Permissions:

If you want to reuse any of these or add on to them feel free to just make sure to let me know and drop a link back to here

CHANGES:
V3.0
-3 New fully functioning backpacks
-Return of the Arm\leg plates for the gunner set
-New variation for the Tech Freak
-Fixed the horrid 1st person clipping
V2.0 – To Update Completely uninstall prior versions.
-Gunner Set Re-styled. And yes the male is different than the female. The new addition didn’t play well with bodyslide
-Heavy Set temporarily removed. Is being reworked in modular parts/single set
-Grave Robber set redone. Removed the casket in order to make it a backpack.
-LEVELED LIST Added! For now all sets spawn on raiders minus the gunner set.
Gunner set and attachments spawn on the Gunners faction
-Compatibility patch for Raider Overhaul WIP 9.0 By MadMax713
V1.3
-NEW Outfit adding – The Grave Robber. Only takes up the torso so you can mix and match its Arm and leg pieces with others.
-Fixed up the few remaining errors I found on the male meshes
V1.2 – Completely Remove prior versions before installing this update
-Crafting requirements adjusted to make more sense – Big thanks to SkyCrap for helping me on that
-All outfits have been remade from scratch with no CTD’s on my end
-Do to how how outfits were remade more parts will be affected by retextures. I recommend Wasteland Commando for the Gunner set.
-Stat Values changed since I just noticed some were way up there
V1.1
Everything is now craftable under either the Raider or Other Category
-Perk Requirements:
-Tech – Science 1 and Armorer 1
-Heavy – Armorer 3
-Beastmaster – Armorer 1 and Animal Friend 1
-Gunner – Armorer 1
-Attachments w/o Frag belt – Gun Nut 1 with Frag Belt – Gun Nut 1 and Explosives Expert 1

Tools Used:
Nifskope
Bodyslide and outfit studio

Credits:
Skycrap: For the aid in getting them to be craftable
Nhimkoko: For helping understand how to get non apparel items to show up on the outfits.
Big thanks to Brokefoot and AbeLincoln55 for helping understand dismemberment data
[b][u][b] [u][b]My other mods:
Fallout 4
Spooky Scary Skeletons

Fully Functioning Space Suit

Scavvers HUD – DEF HUD Preset

Skyrim
Frost Haven Temple

The post Commonwealth Scavvers – AWKCR appeared first on Fallout 4 mods.

Wasteland Girl Retextures

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UPDATE.

SkyCrap has been a legend and put together cloud911’s original mod, and my rextures into an all in one. Get it here:

-This has inspired me to make more retextures and finish some experiments. I will be updating this mod, and the above mod.-

Simple retex done in paint.net to my personal preference of cloud911’s awesome Wasteland Girl set

All credit goes to cloud911, all I did was recolour. I’m not good at this, simply edited the saturation to get a less vibrant look.
Get cloud911’s mod here:

www.nexusmods.com/fallout4/mods/10362/?

Fully removed green from the jacket, current vers is all grey. Added urban-ish camo variant of bikini.
Added pale blue corset
Added Urban camo set

The post Wasteland Girl Retextures appeared first on Fallout 4 mods.

Army Green Combat Armor Retexture

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Hey, welcome!

This is a small retexture of the base/default combat armor color. (Affects: Regular, Sturdy and Heavy default combat armor)
(Does not change color of reinforced, shadowed, polymer etc…)

With my mod installed, your default combat armor will go from the light green to something more OD greenish, almost perfectly matching the color of the clean Army Fatigues.

I realize there is another OD green combat armor mod, but that version makes the leather straps and other components green, and affects all combat armors, while mine only affects the green and nothing else. I also find that my green is more subtle, making it fit in better.

Enjoy, and happy wandering!

-3ugenics

The post Army Green Combat Armor Retexture appeared first on Fallout 4 mods.

X1 PRAETORIAN 2k N’ 4k – STANDALONE

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Welcome Home
A6addon Tech.” POWER ARMOR ” Series
“Rollout to the Fallout”

Edit :06.03.2016 Add 4K Standalone/Update

NMC / BoS X1-PRÆTORIAN 2k AND 4k – STANDALONE
POWER ARMOR PAINT JOB

THE [nmC] NIGHTMARE CREW CLAN MACHINE

[nmC] on battlelog.Battlefield4

My personal favorite in Black purple with gold platinum to the striking edge.
The emblem is a cross between BoS and the NMC blazon and
makes the standard Paladin to a Praetorian Brotherhood of Steel.

But the charisma is war psychological for carriers and enemies.
The best weapons in the Power Armor is the melee
when they burst under his fist. Bloodrush warranty

X1 luxury Badass Machine.

No Mercy Entertainment
by A6addon [nmC] Founder

The post X1 PRAETORIAN 2k N’ 4k – STANDALONE appeared first on Fallout 4 mods.

Scouter_by_Ruddy88

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Scouter

Ported and re-textured by Ruddy88
Original by volvaga0

!!!WE MADE HOT FILES!!!
Big thanks to everyone who liked, downloaded or endorsed my mod. Also big thanks to volvaga0 for the original mesh, VatiWah, Tyrannicon and Westname for the spotlight videos.

If anyone has any issues with this mod, especially after updating from an older version. Before you try anything, please make sure you have completely uninstalled this mod then re-download it and make sure you are installing the most updated version of each file.
This seems to fix majority of any problems people have.

ipodtouchiscoollol has provided some great retextures for this mod for a less anime and more realistic approahc. be sure to give it a look!
*** Scouter Retexture ***

Also stumbled across this mod that adds the DBZ outfit to your character for those that want the full experience.
*** Dragon Ball Z Gi_Goku ***

Big Thanks to VatiWah for adding my mod to his video showcase, always a pleasure to see your stuff in action.

Also big thanks to Tyrannicon for featuring me in his weekly spotlight!

Aswell as westname for this showcase video.

UPDATES

MAIN FILE

V1.1 – First published release
V1.2 – Added focus enhancer – Briefly slows time when aiming down sights

AWKCR PATCH
V1.1 – Initial published file
V1.2 – Fix for incorrect master file
V1.3 – Fix for incorrect CNAM object for workbench


FUTURE PLANS

* Make left and right sided versions
* Fix global object (_GO) model
* Refine ‘Focus Enhancer’ modification
* Add optional first person tinted overlays.
* Try refine the glass alpha to be more consistent in both light and dark.
———————————————————————————

AN IMPORTANT NOTE

The Scouter has an optional upgrade for a targeting HUD, as seen on the power armor helmets.
I STRONGLY recommend going and getting Customizable Targeting HUD by C4PON3.
This will allow you to customise how your targetting HUD effect works, allowing you to display
different colours for hostile enemies and friendly entities. My mod uses the vanilla record that his mod changes, so
his mod WILL work with mine.
Credit to guffeh for working out how to get the detect life to work independently on friendlies.
Also go check out his mod – Targeting HUD Eyewear

Another little gem I found for this mod is Outfit Switcher.
This little beauty lets you save outfits and quickly change between them via your favourites shortcuts.
Works great for this as you can save your outfit with and without the scouter for quick enabling of it, that way you dont get stuck with nightvision or anything on all the time. Very useful. Trying to make contact with the author to see if we can figure out how to make the HUD options of this mod toggleable on their own (as far as I can tell it requires scripting, which I am not capable of at this stage).

Another important note. If you upgrade from an old version, you may need to unequip and re equip the scouter for some changes to take effect.so far I think it is just the focus enhancer that requires this, as it uses a vanilla script and needs to update the armor to change the script, to be safe though just do it whenever your updating to make sure all changes are taking effect.

——————————————————————————–

WHAT DOES IT DO?
This mod adds a new eyewear option, the Scouter, to the wasteland for Male and Female.
Available in multiple colour combinations and optional HUD modifications including:
* Night Vision
* Targeting HUD
* Tracking Module (Recon Scope effect)
* Focus Enhancer (slows time when aiming)
* Added a Scouter for Dogmeat
* Updated AWKCR patch to allow dogmeat scouter to also be crafted at the workbench (same category)
* Added an optional Naming Patch, more info down the page.
* Cleaned up the file, removed unused entries (except 2 which I am still workign with)
* Changed world model to use the ModCrate.nif instead, wont break immersion as much.

The Scouter also adds a +2 to perception.

All of the colours and HUD options are upgradeable options at the armor workbench, meaning you can pick just one or two options, or have all three at once.

INSTALL?
There are two files, the Main file contains the main mod, this is needed no matter what.
Just install through NMM or do a manual installation.


AWKCR PATCH?

This mod also has a patch for AWKCR allowing you to craft the Scouter at the armorsmith workbench under the CYBERTECH classification.
To install this, simply install the MAIN file first, followed by the AWKCR patch in the optional files.
Obviously, AWKCR must also be installed for this option to work.
There are no overwritten records so load order should not matter, but to be safe, place the AWKCR patch AFTER the main file in your load order.

HOW TO GET IT?
The only ways to acquire the Scouter is by either console commands or by the AWKCR armorsmith workbench (if you have installed the patch).
For console spawning, type “help scouter 4 armo” to display the ID, then type “player.additem xxxxxxxx” where the xxxxxx is the ID.
The ID should be xx4a000800, depending on your load order.

If crafting through the armorsmith workbench, the AWKCR mod and my mods optional patch will be needed.
Simply create an armorsmith workbench in your settlement (under crafting). The Scouter will show up under the CYBERTECH sub-menu.

The Scouter will always be crafted the same way. Upgrades can be applied through a vanilla armor workbench.
Upgrades include:
Lens colours (green, pink, blue, red)
Frame Colours (White or black)
HUD options (Night Vision, Targetting HUD, Tracking Module).

The HUD options can be added in any combination, pick just one, or have all three active at once.

NAMING PATCH? [NEW]
I have now added a naming patch. The original INNR (the file that handles dynamic naming) reflects a more vanilla styled naming convention, EG: Red & Black Scouter.
The Naming Patch changes this to be more like my Better Armor and Weapon Naming Sorting mod, putting the name of the armor at the front and seperating the modifications afterwards with a | symbol.
Since this mod uses it’s own INNR, it wont be affected by other sorting mods like mine or Vladicils item sorting mod so I added an option for those that hate the vanilla naming conventions.
Since it overwrites the Main File’s INNR, you must install the Scouter_NamingPatch.ESP AFTER the Main File.

LOAD ORDER? [NEW]
If just using the scouter main file, your load order shouldnt really matter.
If using either of the patches (AWKCR and/or NaminPatch) then you must place the patches AFTER the main file (the other two can go in any order).
The AWKCR mod also, obviously, requires the AWKCR mod to be installed, since this is a ESM master file, it will automatically load before the patches anyway.
There should not be any other conflicts or issues with my mod in regards to load order.


COMPATIBILITY?

This mod uses it’s own INNR records, so it will not be affected by mods such as Vladicils armor and weapon sorting mod.
There shouldnt be any conflicts with using this mod with others, though any mods that change the
targetting HUD ENCH record or some of the MGEF records will also affect this mod. Pretty much every other record in this mod is unique.

ISSUES?
There is currently one bug that is perplexing me. The GO model (the mesh that is shown when the item is dropped) was not working.
I am still trying to get around this, but for now, I have just re-used a mesh from a vanilla pair of sunglasses as the world model.
Ive done my best to line the mesh up to cover the ear and be placed over the eye, but obviously different faces may have higher set eyes etc.
If your character face is not fitting you can adjust the mesh in outfit studio easily enough.

There may be some clipping with certain hairstyles.

Focus Enhancer uses a vanilla script function to activate the slow time when aiming down sights. unfortunately I cant figure out how to dispel the effect when you stop aiming, it just goes until the brief duration of it has finished. Also results in odd ‘floating’ if you jump while still in slow time.

The new dogmeat scouter has some slight clipping issues during animations.
It also sits a little “stiff” on the head, I had tried to rotate it a little to conform to the shape of his head better but it wont register the changes. Its pretty close as it is though, will update screenshots to include it. [NEW]

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CREDITS?
This mod is a port from a Skyrim mod.
Dragon Ball Z Scouter by volvaga0
Without him, this mod would not exist.

guffeh & C4P0N3 for the detect friendly Targeting HUD (seriously! Go and install Customizable Targeting HUD
(It’ll work with this mod and make it THAT much better).

AWKCR – Gambit77 & Valdacil – For the awesome modders resource.

Karel2015
Cedaie
&
BigTalon
For helping me on numerous occasions across all my mods. Thanks a tonne for your patience.

The post Scouter_by_Ruddy88 appeared first on Fallout 4 mods.

The Rebel – Faction Patriot

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UPDATE UPDATE: Shoot me now, that only solved the problem for the vanilla version. Uploading a solved version now. Really sorry about that!

UPDATE: Sorry, there was an error in the installer XML. It’s solved now.

My personal version of one of AmaekilShath’s variants of L0rd0fWar’s Rebel armor. It started off with the Minutemen version. I made the shirt and hood blue and made the scarf flag-patterned. Then I turned the shoulder pockets into Minutemen patches. In the 2.0 update, I added versions for the other factions! They don’t have the patriotic bandana because it doesn’t quite match their theme. They are all now separately craftable from the original Rebel armor, so the original armor’s texture isn’t touched. I added AWCR and AE versions as well.

Requires The Rebel armor, of course.

Thanks: AmaekilShath and L0rd0fWar for permissions!

Just a note, but the gloves in the main picture are the strapped leather gloves from Armorsmith Extended AKA the BOS knight underarmor gloves. The eyepatch/bandana under the hat are from Akiba91’s Metal Gear Solid pack, but I colored the bandana black

The post The Rebel – Faction Patriot appeared first on Fallout 4 mods.


Tookie’s Rebel Re-Tex

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REBEL RE-TEX’S

These are a few different re-tex’s for the AMAZING outfit The Rebel by LOrdOfWar. Four plaid variations and one plain black, also a darkened Glock in the holster.

And remember to check out my other mods on my page. I hope you like em!

The post Tookie’s Rebel Re-Tex appeared first on Fallout 4 mods.

T-51 POLICE – PROTECTOR – STANDALONE

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Welcome Home
A6addon’S nmC CLAN Tech. Series
Official Rollout to the Fallout

“This mod is standalone and a T51 paint job”

T-51 POLICE – PROTECTOR
STANDALONE POWER ARMOR PAINT JOB

Everything good and you like your new toy ? then paid with a like for my motivation.
Thanks and have fun and success

A6addon

More A6addon Power Armor’s » Forge

NME

NMC

A Thanks for the idea of Josefdarks, who. In my PA comments by a police Power Armor enthusiastically philosophized
No question the idea had to be implemented directly.

The post T-51 POLICE – PROTECTOR – STANDALONE appeared first on Fallout 4 mods.

Wasteland Girl Armor Reloaded MultiPack All-In-One

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You want this mod
yes, you . . . yes, you do . . . trust me
**p.s. if you don’t, please keep that to yourself**

Version 2.0 (just fixes, no new content)
– All new main files 28-Mar-2016. Includes all previous esp fixes. New users download this.
– New ESP only files (optional) for users who downloaded the mod (main file) prior to 28-Mar-2016. Download new esp and replace/overwrite.

Why you want it
You love cloud911’s Wasteland Girl Armor (we know, we’ve seen the stats)
You want it ALL. ALL color variations in game at the same time (we’ve seen the requests)
– no more manually changing textures
– mix and match color variations to create even more options
You want even more textures. As evidenced by the response to Jaymonoxide’s AWG recolor.
– plus a bonus texture from SpareCrap Feckin Games (who doesn’t love a red bikini?)
You want to compatibility for AWKCR and Armorsmith Extended (you know I patched this right?)
– can craft all items at the AWKCR armosmith bench
– upgrade all items with AE armor addons at the armor workbench

You want it all in ONE ESP!

Go to the downloads tab now and get it in your game while everyone else keeps reading this.

What you need
Pre-requisites (everyone’s doing it, feel that peer pressure)
Caliente’s Beautiful Bodies Enhancer -CBBE- by Caliente and Ousnius
– because this is a CBBE-based mod (original meshes made with CBBE curvy preset by cloud911)
BodySlide and Outfit Studio by Ousnius and Caliente
– if you want to edit for your own CBBE preset
Armor and Weapon Keywords Community Resource (AWKCR) by Valdacil and Gambit77
Armorsmith Extended by Gambit77

Install
1) Wasteland Girl Armor Reloaded – CBBE Bodyslide by cloud911
****YOU MUST HAVE THIS MOD FOR THE MESHES AND BODY SLIDE FILES, THE .ESP WILL BE OVERWRITTEN
– download, install activate (if you didn’t already)
– install the updated Body Slide files
2) Uninstall the Wasteland Girl Armor AWKCR/AE patch if you are using it (no longer needed)
3) Download and install Wasteland Girl Armor Reloaded MultiPack All-In-One
**overwrite files from Wasteland Girl Armor Reloaded when asked.
4) Go, explore the wastes girl.

**If I’m missing anything, apologies . . . please send me a post

The post Wasteland Girl Armor Reloaded MultiPack All-In-One appeared first on Fallout 4 mods.

MK14 EBR Apparel Variants

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Craftable version available under the Optional Files! Requires Armorsmith Extended and Armor and Weapon Keywords Community Resource (AWKCR).

Shoutout to Dazzerfong (forever) for listing us on the original MK14 EBR page! It wouldn’t be here without you!

Shoutout to registrator2000 for listing us on the Visible Weapons page! For which this mod exists!

See the original turning weapons into apparel items thread posted by Descivii on the Nexus Forums HERE! Included there is a (not so great) writeup on making your own apparel weapons.

~

MK14 EBR Apparel Variants v1.0(03.09.2016)
Authors: Descivii, Kikaimegami

~

Contents

– Description & Obtainment
– Requirements & Compatibility
– Installation
– Known Issues/Bugs
– Credits
– Permissions/Legal/Etc.

~

Description

This adds three apparel variants, one hip and two back, of
Dazzerfong’s MK14 EBR for use standalone, or in conjunction
with Visible Weapons and/or CROSS Cybernetics. These variants
REQUIRE Dazzerfong’s mod to function!

The back variants work with most armor, but may appear to
“float” off the back when wearing clothing only.

The hip variant is meant to be used with CROSS Cybernetics and
appear ‘attached’ to the heavy leg pieces. It will also
probably work okay with other heavy leg armors. Similar
to the back variants, it will ‘float’ with lighter armor or
clothing.

How To Get:

Open the console with the tilde (~) key and type the following
to find the FormIDs:
help mk14 4

You can also look to see what position in the load order you
have placed MK14EBR_Apparel.esp.

The variants will have the following IDs:
Hip variant: XX000800
Back variant 1: XX000803
Back variant 2: XX000805

To get them into your inventory, in the console type:
player.additem FORMID 1

Example:
player.additem 7E000803 1

From here, you can add them to Visible Weapons per the
directions given there.

~

~

Installation

MANUAL:
Unpack the contents of this archive into your Fallout 4 Data
folder and check MK14EBR_Apparel.esp in NMM or the mod manager
of your choice. The files contained within are the following:
\meshes\weapons\mk14\MK14EBR-ApparelHip.nif
\meshes\weapons\mk14\MK14EBR-ApparelBack.nif
\meshes\weapons\mk14\MK14EBR-ApparelBack2.nif
\MK14EBR_Apparel.esp
\MK14EBR_Apparel_README.txt

NEXUS MOD MANAGER:
Download, click install, and go! See the following for help
with getting mods working in FO4:

~

Known Issues/Bugs

None at this time! Please report any you find.

~

Changelog

v1.0(03.09.2016) – Initial Release

~

Credits

MK14 EBR meshes and textures by Dazzerfong:

Back Apparel variants by Kikaimegami

Hip Apparel variant by Descivii, edited by Kikaimegami

ESP file by Descivvi, edited by Kikaimegami

This mod lovingly created with:
BodySlide and Outfit Studio 3.2
Nifskope 2.0.0 Pre-Alpha 4
FO4Edit 3.1.3 EXPERIMENTAL

~

Permissions/Legal/Etc.

You may not use any portion of this mod in whole or in part.
Please refer to the original MK14 EBR mod for usage permissions
on original assets.

The post MK14 EBR Apparel Variants appeared first on Fallout 4 mods.

Move Store and Assign Settlers to Power Armor

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UPDATE 1.1: Minor update that disables sleep packages for Settlers who are currently in Power Armor. This should stop Settlers from getting out of their Power Armor every night when it’s bedtime.
————————————–

OVERVIEW

I love Power Armor in Fallout 4. Really, it’s one of the most well done parts of the game. Even if it may be a bit overpowered at times, the way the armor works is nearly flawless. Unfortunately, you’re somewhat limited in what you can do with said Power Armor. Use it or have your Companions use it, sure, but if you’re like me you probably have 20+ spare Power Armor Frames just standing around your settlements, unused. Why can’t your Settlers hop in it and put it to use? More than likely those frames are placed awkwardly, too, since the only way to move them is to get in them, move them, then get out. Wouldn’t it be nice if there was a way to fix all of this?

THE MOD

Turns out there is a way to fix this. This mod makes Power Armor an item which can be interacted with while in Workshop mode. Specifically, you can move it, scrap/store it (both options are effectively the same thing), and even direct one of your Settlers to get in it. No more unused frames cluttering up your settlements. Move them around, put them to use, or just store them away for later re-deployment.

There’s also one last feature worth mentioning: as an added bonus of being able to store them, this mod also allows you to convert all Power Armor Frames you have into empty/”clean” frames which are immune to the Cell Reset Bug.

DETAILS

Now chances are the above statement is enough to pique your interest. If you want to get into the nitty-gritty though, here’s the deal:

Power Armor Frames are sorted into two varieties: the empty/”clean” variant, which can be stored normally and re-deployed via the Workshop menu, and all other types, which can only be picked up using the “Scrap” option. (“Clean” Power Armor Frames cannot be scrapped, and can only be moved or stored) Scrapping an “unclean” Power Armor Frame will give you a dummy item which can be used to create a new “clean” Power Armor Frame via the Workshop menu (under the Special category). In essence, this allows you to convert all other Power Armor Frames into “clean” ones, which are immune to the Cell Reset Bug.

Settlers can be told to enter Power Armor by using the Assign option in the Workshop menu. Simply select the Settler, target the Power Armor, and press the “Assign” button. The Settler should run up to the Power Armor and enter it just like a companion would. If you want them to get out of the Power Armor, simply talk to them and they will immediately exit the armor.


IMPORTANT NOTES/BUGS/LIMITATIONS

First, If you scrap Power Armor with armor pieces still on it you will lose those armor pieces FOREVER. You can still STORE Power Armor Frames and the armor pieces will be stored automatically, but scrapping destroys them (yet another reason to convert to “clean” frames). There’s no way to fix this yet, so keep that in mind. Take everything off Power Armor Frames BEFORE you scrap them. You have been warned.

Second, Settlers who have been placed in Power Armor will no longer perform any task/job animations or stay to their assigned locations, and will instead wander the settlement as if they were unassigned. This has no ACTUAL effect on their assignments, e.g. if they are assigned to crops they will still be counted as working on them, if they are assigned to a Guard Post the game will still count them as being there, etc. It’s only really a problem if you need to keep them in one specific spot, or if you’re a stickler for visuals.

Third, Settlers assigned to Power Armor will remove the Power Armor helmet if they are already wearing a piece of headgear, even if it’s just a hat. The helmet will be stored in their inventory, and yes they will take it with them if you ask them to step out of the Power Armor. Since talking to them will just get them to step out of their Power Armor, make sure you unequip them of any headgear before assigning them to a suit of Power Armor.

Finally, you can safely uninstall this mod if you tire of it without screwing up any of your Power Armor Frames or losing items forever, so long as all of your Power Armor Frames are deployed. The empty/”clean” frame which you can create in the Workshop is found in the base game, and thus will stay around even if the mod is gone.

COMPATIBILITY

This mod alters the records for all Power Armor Frames in the game. Any mod which touches those records may cause issues with this mod.

Both Buildable Power Armor Frames by Lapdragon and Movable Power Armor by Kentington do individual pieces of what this mod does, and thus are not compatible with this it. If you use this, don’t use those. If you don’t use this, consider using one of those.

The post Move Store and Assign Settlers to Power Armor appeared first on Fallout 4 mods.

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