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Batman Armor Standalone

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WORKING IN THE 2.0 VERSION…

DESCRIPTION:

MY FIRST MOD 😀

It adds to the game a standalone Batman inspired armor and helmet. MALE ONLY.

They can be built at a chem station (look for them at Utilities).
Or you can use the console:
XX00080F Batman Armor – XX000812 Batman Helmet (Where XX is the load order of the esp plugin)
You can use the command “help batman 4” to get the complete ID’s.

INSTALLATION:

NMM Users – Download my file and install with NMM as you usually would.
Manual – Extract the files and drag and drop them over your data folder.

Be sure to add the name of the .ESP file (BatmanArmor.esp) to your plugins.txt file (C:/Users/Username/AppData/Local/Fallout4/Plugins.txt) and set to read-only when you are done to stop the launcher from resetting your plugins.txt (due to the recent patch).

To enable modding add the following lines to FO4 ini files:
Fallout4Prefs.ini:
[Launcher] bEnableFileSelection=1

Fallout4Custom.ini:
[Archive] bInvalidateOlderFiles=1
sResourceDataDirsFinal=

COMPATIBILITY:

This mod is standalone and uses all unique meshes, materials and textures, so should not run in to any compatibility issues.

PERMISSIONS:

Feel free to use any part of this mod as long as you credit my work.

Thanks to Bethesda for this awesome game.
And many thanks to the creators of this magnificent tools:
Bethesda Archive Extractor (B.A.E.) by jonwd7
FO4Edit PreRelease Alpha by ElminsterAU
Material Editor by Ousnius
Intel® Texture Works Plugin for Photoshop

And if you ask why this mod…

The post Batman Armor Standalone appeared first on Fallout 4 mods.


NCR Boston Division – Standalone

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New California Republic Boston Division – Standalone
“A Safe People is a Strong People”

Hello,

This mod adds content which adds 6 outfits, 3 helmets and 2 vests from the NCR into your game.

When the Creation Kit comes out, I will ensure that the mod is further expanded, and that they are added to the correct locations where they should be found.

Contents of Mod:

1, NCR Trooper Uniform
1, NCR Corporal Uniform
1, NCR Sergeant Uniform
1, NCR Lieutenant Uniform
1, NCR Captain Uniform
1, NCR Major Uniform
1, NCR Military Police Uniform
1, NCR Lieutenant Helmet
1, NCR Major Helmet
1, NCR Helmet
1, NCR Military Police Vest
1, NCR Trooper Vest
Observe: As the G.E.C.K. is not out yet, there is currently no legitimate way of acquiring the uniform, this means that you will have to use console commands to get them:

How to get the Uniforms:

On English keyboards the “Tilde” key, or “§” key will open the console, the command you want to use is “Player.additem xxxxxxxx 1 (or more depending on how many you want)”
“xx” – What order the .esp is loaded in

Item codes of items:
xx000800 – NCR Trooper Uniform
xx000802 – NCR Corporal Uniform
xx000805 – NCR Captain Uniform
xx000807 – NCR Major Uniform
xx000809 – NCR Military Police Uniform
xx00080B – NCR Sergeant Uniform
xx00080C – NCR Lieutenant Helm
xx00080F – NCR Major Helmet
xx000810 – NCR Military Police Vest
xx000813 – NCR Trooper Vest
xx000815 – NCR Trooper Helmet

To determined what numbers you need to put in the “xx” value, you will need to go to:
1. C:\Users\YOURUSERNAMEHERE\AppData\Local\Fallout4
2. open “Plugins”
3. count starting from the top with Fallout4.esm, until you reach “NCR_Boston_Detatchement.esp”, then write that number for the “xx” part.

My example:
My current Plugin list looks like this:
This is 00 – Fallout4.esm
This is 01 – SSEx.esp
This is 02 – IncreasedSettlerPopulation30.esp
This is 03 – SettlerRenaming.esp
This is 04 – BrighterSettlementLights.esp
This is 05 – NCR_Boston_Detatchment.esp

This means that if I wanted to spawn a “NCR Trooper Uniform”, I would type the following:
“player.additem 05000800 1” (the xx becomes 05 as it is the 5th plugin i am loading). This should give me 1x NCR Trooper Uniform. If I change the 1 at the very end, to 3, I would get 3 Uniforms.

The “xx” or “05”, could be different for you guys, depending on my .esp’s load order, always refer to your Fallout4 Plugins text file first.

Observe:
Alternatively, you can through the console type: help NCR 0, and the codes will pop up.

Updates:

2016.03.13
– Updated mod to include the missing .esp file, woops.

Installation Instructions:

Go to:
C:\Users\”YourUserName”\Documents\My Games\Fallout4
Edit:
Fallout4.ini
Find: “sResourceDataDirsFinal=STRINGS\”
Change it to:
“sResourceDataDirsFinal=STRINGS\, TEXTURES\, MESHES\, MATERIALS\”
Then drag and drop the “Textures” folder into your “Fallout4/Data” folder.

Please leave feedback on how I can improve my mods, or how much you enjoyed it, I’d love to hear from you guys!

Thanks, CelsiuZ

The post NCR Boston Division – Standalone appeared first on Fallout 4 mods.

Sharper power armour 1k

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This is my Power Armour 1k texture mod, its sharper than vanilla.

I made this because i didnt like the blurry vanilla textures so i went in and cleaned them and lowered the resolution, it was a waste them being 2k without the detail, so now i done them 1k with detail.

This is part of my sharper fallout collection, i will be doing others but i have already done alot with “Sharper fallout” and “Sharper vanilla weapons” this is the third of that collection.

The post Sharper power armour 1k appeared first on Fallout 4 mods.

Rebel Armor – Conversion for Super Hero Bodies

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Overview

This mod converts L0rd0fWar’s Rebel Armor to be compatible with my custom Super Hero Body.

Required Downloads

L0rd0fWar’s Rebel Armor (my mod is only a mesh replacement. You need his mod for this to show up in game)
My Super Hero Bodies
BodySlide, if you want to customize the shape
Optional, but the PipBoy clips through the armor. You might want a mod that makes the PipBoy invisible, like this.

Installation

The “Plug-and-Play” option gives you the “Kurt” body (seen in screenshots), but this is easily customizable with BodySlide.

To change the body shape of this armor:
Open BodySlide, and go to “Group Manager”
Browse to “xxxx\Fallout 4\Data\Tools\BodySlide\SliderGroups” and select “Super Hero Body”
Click “Super Hero Body” under “groups” so that it’s highlighted
Under “Outfits” select “Super Hero Rebel Outfit” and “Super Hero Rebel Backpack” and click “<<<Add"
Click "Save" at the top
Click "OK"
Restart BodySlide. Now, the outfit and the backpack will allow you to use your custom preset (or the Batman, Nightwing, Maximum Effort, etc. presets)
"Build" both the outfit and the backpack to get it to show up in game.

Credits

L0rd0fWar, for giving me permission to upload my modification to his incredible armor
BodySlide, without which none of this would be possible

The post Rebel Armor – Conversion for Super Hero Bodies appeared first on Fallout 4 mods.

SuperMutantCreeperHelmet

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Super Mutant Creeper Helmet
———————————————————–
The mod adds “Creeper Helmet” to the game.
———————————————————–
● Added Armor
Creeper Helmet

The Creeper Helmet could be equipped by super mutant and human
———————————————————–
● How to get it
–Normal version
Could be obtained from super mutant suicider.

–Standalone
Could be crafted under “Utility” section of any chemistry station.
———————————————————–
● Note
If you are using Normal Version, the super mutant suiciders around you before installment may not be wearing it.
I am still not familiar with tweaking hitbox meshes on the ground model, so the hitbox is not applied to the outer cube.
———————————————————–
● Extra
SuperMutantSuicider = Green + Explosion;
Creeper = Green + Explosion;
SuperMutantSuicider = Creeper;
———————————————————–
2016.03.15
kuromutsさんが英翻訳してくれました。
———————————————————–

I speak only Japanese.
SuperMutantCreeperHelmet
———————————————————–
SuperMutant用装備CreeperHelmetを追加します。
———————————————————–
●追加されるArmor
Creeper Helmet

SuperMutantと人間系種族が装備できます。
———————————————————–
●入手方法
–Normal version
Super mutant suiciderを殺して手に入れてください。

–Stand Alone
Chemistry stationのUtilityで作れます。
———————————————————–
●注意
Normal versionの方で、導入直前に近くを通った場所のスーサイダーはこれを被ってない場合があります。
グラウンドモデルの当たり判定用メッシュのいじり方がまだよく分からず、
グラウンドモデルの当たり判定を立方体に出来ていません。
———————————————————–
●余談
SuperMutantSuicider = Green + Explosion;
Creeper = Green + Explosion;
SuperMutantSuicider = Creeper;
———————————————————–

The post SuperMutantCreeperHelmet appeared first on Fallout 4 mods.

The Rebel – 4K Re-textured

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Hi everyone, i’ve made this retexture at first for my self, i think i’ve done a good job on this and this might interest some of you so i share it.

Thx to LordOfWar who gave me permission to upload my re-texture, you need to download at first his mod,
and then overwrite his orginal texture by mine.

I’ve made 3 colors version of this outfit : grey, black, and brown/green, all are using camo patern, all texture i ve used are 4K High quality, the normal map has been edited as well.

The others color version are available in the optional file. Hope you’ll enjoy it like i do !

My other mods :

– Synth Standalone Mega Pack
– LK-05 Re texture
– Kellogg’s Armor STATS AND HD TEXTURES

The post The Rebel – 4K Re-textured appeared first on Fallout 4 mods.

Tumbajamba’s Power Armor for Strong

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Someone donated me a Premium membership, but unfortunately I can not find his name any more=(
I just wanted to say that I really really appreciate your Donation dear
Mysterious Stranger and Thanks a lot guys for supporting me!!!

Description

This mod will add a brand new Armor for Strong the Supermutant companion. This one is based on X01 Powerarmor but reshaped and remodelled by me. It will also change appearence of Strong, giving him a unique underarmor/outfit.
This mod is compatible with any X01 paintjob you can get from nexus.
Moreover you can apply any existing vanilla X01 paintjob to this armor on workbench.

Installation

Make sure you have made all the necessary configurations to enable mods in Fallout 4.
If you haven’t, check out this guide to learn how:
Installing Mods on PC MANUALLY

MAKE SURE YOU’VE ADDED EVERYTHING NECESSARY TO YOUR TO YOUR FALLOUT.INI FIRST!
See ArchiveInvalidation for more information.

I really recommend installing through the Nexus Mod Manager. The
installation wizard guides you through the steps, and it minimizes the
potential for future errors. Other mod managers, such as the Fallout 4
Mod Manager, are not recommended and will probably give you a
“wrong structure”-error.

With Nexus ModManager (NMM):

1. Download the mod by clicking “Download with manager”.
2. Activate the mod in Nexus Mod Manager and follow the installation guide.
While not (completely) necessary, I highly recommend the use of Armor & Weapons Keywords Community Resource.
If you do not use it, you have to choose the “New Workbench” option during install.

Manual Installation (not recommended):

1. Download the mod.
2. Extract the .zip file into a new folder.
3. Copy everything but the “Options” and “fomod” folders into your “Fallout4\data” folder.
4. This step depends on how you want to craft the item in game and whether or not you have AWKCR and VIS installed:
If you want the new crafting workbench and do not have AWKCR installed, copy both “tumbajamba Advanced Engineering.esp”
and “Stron_PA – tAE.esp” from the “Options” folder to your “Fallout4\data” folder.
If you want the new crafting workbench and do have AWKCR installed, copy both “tumbajamba Advanced Engineering.esp”
and “Stron_PA – tAE – AWKCR.esp” from the “Options” folder to your “Fallout4\data” folder.
If you want the new crafting workbench and do have AWKCR and VIS – ArmorByClass installed, copy both “tumbajamba
Advanced Engineering.esp” and “Stron_PA – tAE – AWKCR – VIS AbC.esp” from the “Options” folder to your “Fallout4\data” folder.
If you want the new crafting workbench and do have AWKCR and VIS – ArmorBySlot installed, copy both “tumbajamba
Advanced Engineering.esp” and “Stron_PA – tAE – AWKCR – VIS AbS.esp” from the “Options” folder to your “Fallout4\data” folder.
If, for some reason, you don’t like the new crafting workbench, copy
“Stron_PA – AWKCR.esp” from the “Options” folder to your “Fallout4\data” folder. This will need AWKCR.
If you don’t want and have the new crafting workbench VIS – ArmorByClass installed, copy
“Stron_PA – AWKCR – VIS AbC.esp” from the “Options” folder to your “Fallout4\data” folder.
If you don’t want and have the new crafting workbench VIS – ArmorBySlot installed, copy “Stron_PA – AWKCR –
VIS AbS.esp” from the “Options” folder to your “Fallout4\data” folder.
5. Activate the newly copied .esps via your favourite method.

Updating

It is highly recommended to deactivate the old version, start the game, save and then install the new version.
If you forgot this, you can use the console to remove and re-add all armor
pieces or drop them to the ground in a settlement, go into build mode
and store them in your workshop (TAB by default).

How to get the Armor

Depending on installation options you have chosen you can:

1. Craft All armor parts at the Advanced Engineering Workbench in the Utility category.
2. Craft All armor parts at the Armorsmith Workbench from “Armor &
Weapons Keywords Community Resource” in the Power Armor category.
3. The new underarmor appears automatically on Strong, so you dont have to apply anything manually.

Compatibility

Should work with all mods fine.

Known Issues

No known issues for now.

Our other mods

The post Tumbajamba’s Power Armor for Strong appeared first on Fallout 4 mods.

Boss Chests Contain Legendaries

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Hot damn, we made Hot Files! Thanks to everyone who downloaded and put up with a bunch of seriously broken versions. Extra special thanks to those who contributed in fixing those seriously broken versions.

Funny thing is that I thought that if any of my mods would ever make Hot Files, it’d be Rechambering Plus, which I put a lot more work into and which I think is much better overall. If you feel like stroking my ego and/or validating my existence, give that one a look-see.

Lack of decent legendaries got you blue? Miss the days of when your reward for completing a dungeon wasn’t just a fistful of bullets and a mediocre weapon? I’ve got the fix right here!

What Do

Does what it says on the tin: the boss chests (usually called “Steamer Trunk” or sometimes just “Trunk”) found at the end of most indoor and outdoor “dungeons” will now have a random legendary item inside.

The item is generated using a vanilla script called QALegendaryContainerScript which is normally used to generate the cheat/debug “Legendary Items” container (normally it defaults to 100 but this mod only generates one). The container script itself calls on the script used to generate legendaries dropped by normal legendary enemies; I believe this means that the items generated by this mod will be scaled to the player’s level, but frankly I’m not exactly sure.

Thanks to the eagle eyes of user Old Nick (you should check out his mods; they’re probably way less broken) version 1.1 is live! Previously the script would fire every single time the container was loaded, i.e. generating a legendary pretty much every time you look at a boss chest. It will now only do so once when the container is first loaded and then again only if its cell has reset.

As a result of the careful tutelage of user fireundubh, this mod now has RNG technology! Version 2.0 forward calls on a shiny new script and a shinier newer global variable, allowing for a chance instead of a guarantee to generate a legendary, and it does it all with only one .esp file!

The chance is determined by a global variable called ‘BossChestLegendaryChance’ which defaults to 1, i.e. 100% chance to get a legendary. To modify it, simply crack open your console (on U.S. keyboards it’s `/~, above the tab key) and type set BossChestLegendaryChance to X where X is whatever value between 0 and 1 that you want it to be, i.e. a 25% chance would be 0.25.

Compatibility

This mod only alters the records for the boss chest containers themselves; mods that alter the same records will have conflicts.

Simple Intersection and other mods like it alter every vanilla container record in the game, including those that aren’t ordinarily buildable at workshops, presumably to hedge against the possibility of the player using a settlement expansion mod (like Homemaker) that makes those containers craftable. The conflict is mostly unnoticeable, and can be mitigated by loading this mod after Simple Intersection or the like.

When in doubt, prevent this mod from being overwritten by keeping it near the end of your load order.

This mod doesn’t touch the records for leveled lists, legendary effects, or the script for generating legendary items.

As stated above, version 1.1 includes a replacement version of the QALegendaryContainerScript. This isn’t the script that generates legendaries, it just calls that script. Other mods that replace the QALegendaryContainerScript (if such a mod exists) will break this mod.

Version 2.0 does away with the replacement script entirely. No compatibility issues should arise from it.

Issues and Balance

I haven’t done much testing beyond making sure the mod works and doesn’t crash. That doesn’t preclude some massive issue that I have yet to uncover. As with all mods use at your own risk.

Some dungeons don’t have a boss chest as this mod recognizes it. These won’t have legendary items. Sorry.

Likewise, there are a few boss chests that don’t really have a dungeon. The Concord Speakeasy, for instance, has a Steamer Trunk behind a locked door but zero enemies. These are basically free legendaries.

This mod will probably make your game easier since you’ll get more legendaries with no drawbacks. In my mind, something like 90% of legendaries are total garbage anyway, so I don’t think it’s a huge deal. Originally I wanted to have a repeatable radiant quest to generate legendary weapons, like the Treasure Hunt quests you get from the notes you find on dead Gunners and Settlers, but that’s something that will probably have to wait until the Creation Kit.

Obviously this mod doesn’t include the Steamer Trunks you can build at workshop settlements since that would be ridiculous (although it wouldn’t be a bad idea for another mod; spend a bunch of resources for a random legendary).

Installation

This mod includes an .esp file and a .pex script file. All you should have to do is extract the .zip into your data folder or install via NMM.

Uninstalling should be totally painless. Boss chests that have already been loaded by the game will still have a legendary inside, but no more will be generated going forward.

Other Stuff

This mod was made using FO4Edit, Bethesda Archive Extractor, PexInspector, Champollion, and Caprica. Show them some love if you know what’s good for ya.

If you’d prefer to get your legendaries the old-fashioned way (i.e. extricating them from the dismembered corpses of your slain foes) but still want to get more of them, check out Custom Legendary Enemy Spawning by Iron Rose, which I personally use alongside this mod.

Check out my other mods:
Armor Prefix Fix
Rechambering Plus
Unarmed Hotkey
Nick Valentine Robot Voice

The post Boss Chests Contain Legendaries appeared first on Fallout 4 mods.


Combat_PA-BattleArmor

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Combat Power Armor – Battle Armor Retexture
A 4k standalone paint retexture for TumbaJumba’s Combat Power Armor mod.

What it does:
This mod adds a standalone paintjob for TumbaJumba’s Combat Power Armor mod.
The paint is available at any power armor station under the MATERIALS sub-menu.
There are no perk requirements but there is a small component cost.

THIS MOD DOES NOT REPLACE VANILLA TEXTURES
THIS MOD REQUIRES THE ORIGINAL COMBAT POWER ARMOR by TumbaJumba

Backstory:
“The Battle Armor is made from an experimental metal alloy that balances a light weight with strength and durability.
This metal alloy was used exclusively by the military elite prior to the great war. After the metal is shaped it is applied
with a special matte coating. This creates a darker, matte finish, perfect for reducing visibility in the dark, while also adding a protective layer designed to withstand the test of time under the harshest of conditions.”

These textures were originally made for my WIP Battle Armor, but I had decided to release them as a standalone paint job for vanilla combat armor.
Since TumbaJumba’s CPA mod also uses the vanilla combat armor textures it seemed fitting to release these textures for his mod as well.
The mod uses the same textures as my other mod and will work fine together.
For the release of this mod I have also included the Helmet and the Jetpack textures.

Additional Mod Suggestions:

These textures are 4k, and as such I strongly suggest a higher res PA frame mod such as:
FTO Power Armors by Gorgulla – UHD FRAME
or
RX-78-2 Power Armor Frame retexture

I also suggest using Leyr’s 4k Combat Armor Retexture to replace the standard combat armor textures to a much higher quality.

If you like these textures, then also check out my regular combat armor standalone textures 4K Battle Armor – Combat Armor Mod

Installation Notes:
If you have installed my 4K Battle Armor – Combat Armor Mod previously then NMM will ask you to overwrite some files when installing this mod. Make sure you choose “Yes to mod” to make sure the files are overwritten. The textures for this mod and my other mod are both named the same but the arm texture was modified slightly for use on the power armor. This mod will also add textures for the helmet and the jetpack.

Installation is as simple as installing with NMM or by usual manual installation. Also be sure to enable your Fallout 4 INI to allow modded content (plenty of tutorials out there on this).

THIS MOD MUST BE LOADED AFTER THE MAIN CPA MOD ESP

Credits:
Tumbajumba & Azrael_wtf – For the original Combat Power Armor mod
All the people involved in the creation of the tools and original game:
Bethesda
B.A.E
FO4Edit
Photoshop
Intel DDS Plugin
Fallout 4 Material Editor

The post Combat_PA-BattleArmor appeared first on Fallout 4 mods.

Apocalypse Attire – CBBE

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Mod adds 10 female CBBE outfits to the game. Use BodySlide if you want your custom preset,
the default meshes packed with the mod are the CBBE base shape seen in the pictures.

As always with layered clothing, they’re kinda superimposed and extreme BodySlide presets can cause clipping stuff.
I tested these with Bombshell preset but I cannot guarantee a no-clip mod. You may want to use Outfit Studio to adjust the outfits for you.

The outfits are meant to be light, so they fit under armour pieces, accessories and so on.

Craft at Armoursmith Workbench. Not armor workbench. Not chem station. ARMOURSMITH workbench, under rugged, vault and casual outfits.

The armour rating is 20, plus 5 rad and 10 energy res. You can upgrade them with Railroad ballistic weave.

:: REQUIREMENTS ::

Armor & Weapon Keywords Community Resource
CBBE (and Bodyslide of course)
Now. A small disclaimer. This mod is cursed for me. I started over twice and remade the esp once.
I made these for myself and then improved them for release because I’m nice like that.

I’ve got very little patience for stupid crap like “This is too clean” or “That is too dirty.”. I’m not a modeller, or a texture artist, I’m just a house builder trying to entertain herself until F4CK is here. I’m not taking any crap about this mod because it was a hell to get it to this point and I’m happy with it the way it is. So be warned.
:: MODS IN SCREENSHOTS ::

Wasteland INK – Heretic Tattoo
My Fenris face paint
Cinematic Excellence ReShade
Valkyr female face textures
Proto Vault Suit
Regent sword by billyro

:: RECOMMENDED MODS ::

Concealed Armours
Armoursmith Extended

:: SPECIAL THX & :WUB: ::

-CBBE- by Caliente and Ousnius
Jordan1q2 for the JC – Shirt and Jeans
ralfetas for Infiltrator armour
Cloud911 for the Wasteland Girl Armor
DixiePig for Slooty Vault Jumpsuit
DeserterX for the shorts and belt textures
AceGoober for testing ♥

:: CREDITS & PERMISSIONS ::

All custom content has been gotten a permission from their original authors.
See the Perms tab, the list is pretty long

:: FAQ ::

Q: You must really like olive green.
A: Yes

Q: You must really like those shorts.
A: Yes.

Q:Your character is creepy!!!11
A: That has nothing to do with the mod.

Q: Make X and Y and edit Z.
A: No.
______________________________________________________________________________________________

PLEASE ADD YOUR SCREENSHOTS TO THE GALLERY !
:: MY FO4 MODS ::

– Crafting Fury 9000 GTX
– Eli’s Mufflers
– Really Red Rocket
– Eli’s Rugged Outfits – CBBE
– Apocalypse Accessories
– Eli’s Sleeveless Outfits (CBBE)
– Eli’s Utility Jumpsuits
– Eli’s Armour Collection Remade
– Eli’s Craftable Flower Pots
– Eli’s Retextures and Recolours
– Eli’s Companions Overhaul
– No More Broken Dressers
– Hawke Blood Smear

______________________________________________________________________________________________

#MakeModdingGreatAgain
#TeamGiraffe2016

The post Apocalypse Attire – CBBE appeared first on Fallout 4 mods.

Fully Functioning Space Suit

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Fairly simple and pretty straightforward this is a working wearable version of the alien space suit that doesn’t turn you into the alien itself. Comes in two versions either Vanilla – Which makes it craftable at the Chem Lab or AWKCR – At its Armor workbench.

This mod does need AWKCR as well as Armorsmith extended since it use keywords from both.

If the textures look bad to you just know it uses the vanilla textures. However any retexture you get will work for this, as an example the see through visor is from Cat_woman1989’s Helmetless Hazmat Suit.

As of now the suit itself function just like the Hazmat suit offering 1500 Rad Resistance and the separate helmets add an additional 500. You can wear armor over it as well as mod it so adding any base dam resistance wasn’t necessary in my opinion

How to obtain:
These are only craftable if you have the blueprint in your inventory which you have to get off the alien itself. If you have already killed it just enter into the console player.additem xx000806 1

Installation:
Either NMM or MO2 if manual just drop the meshes folder and esp into your data folder

Tools Used:
3ds Max
Nifskope
Bodyslide and Outfit Studio

My other mods:
Fallout 4
Commonwealth Scavvers

Scavvers HUD – DEF HUD Preset

Skyrim
Frost Haven Temple

The post Fully Functioning Space Suit appeared first on Fallout 4 mods.

Exchangebale Nail Chips (Manicure)

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Exchangeable nail chips (manicures) by kaw

Being a Taiwanese, English is not my natural and primary language. Sorry but the spelling/grammar/usage maybe not completely right.

Descriptions:

This mod adds a set of nail chips (manicure) that you can wear (equip) it like gloves, and change the colors to each fingers separately as you prefer.

As it’s counted as “gloves”, you can have your female character/followers/settlers wear it freely. (Sorry but no mesh for male)

*It will provide only 1 damage resistance and +1 to charisma when equipped.

You can use the default colors I provided with this mod, or make your own color/design and replace the textures with little effort.

There comes 15 color variety for all or each of the 10 fingers, means you can combine any color of your choice to each fingers freely.

The varieties are:

Aqua (Light Blue)
Beige
Black
Blue
Beige / White French tip
Pink / White French tip
Green
Pink
Purple
Bright Red
Dark Red
White
Yellow
None (Remove the attached nail chip)
Your Custom Color (as Default)
*just for convenience, you can replace all colors/designs as you like
**I’m using a black / yellow French tip as default. All fingers also set to this “Your custom color” when obtained by default.

Remarks: I’m developing it further…including new mesh and new translucent light therapy (see pictures). Hopefully a new version can be uploaded within April.

Usage:

To obtain it in the game:
You can create “Nail Chips (Manicures)” on a chemistry station (category: Utilities) with some easily obtained resources,
or by console command player.additem xx000800(xx = mod order)

To change colors/combination:
By modding it on an armor workbench just like any armors. You can rename it as you like, or change colors at will. There are 11 mod slots you can use:
*No skill/resource required/consumed, and won’t give any experience by modding colors.

1 “All Fingers” slot: Batch change of colors to all 10 fingers in one single action.
Please to be noticed it just over-writes the color, it will not update the status of actual color mod to each fingers.
You can restore the settings to reflect the color of each fingers’ previous color respectively by choosing “All fingers : Restore respectively” on this slot.

10 “specific finger” slots:
L1/R1(Left/Right Thumb)
L2/R2(Left/Right Index Finger)
L3/R3(Left/Right Middle Finger)
L4/R4(Left/Right Ring Finger)
L5/R5(Left/Right Little Finger)
Change the color to any chosen specified fingers.

As it’s counted as an armor with particular armor mod, It will keep the name given, and color settings with it. You can make several sets and change them as an equipment anytime you like.
* It occupies “34-LEFT HAND” & “35-RIGHT HAND” slot.

To use your custom color(s):

Just replace the diffuse map (NailChipXXXX.dds) texture with your custom one inside the texture folder.
folder path: Fallout4/Data/Textures/kaw/nails

You may want to change “NailChipCustom.dds” first as it’s the default color when a new set of nail chips created, and easier to check at once in the game.

Feel free to replace others too except the “blank” one if you like to add more.

*A UV-map (nailsUVMergeFin.png) also included in the texture folder for your convenience when making your custom/original designed textures. You can make/distribute you own color sets if you like to. (Top side up on the right)

Other notices:

I created this mod just for adding some personal flavor to my game. It’s not in a perfect state but only acceptable to me. As there maybe someone who also wants to have it even it’s not perfect, so I decided to have it released. I’m not a specialist so please don’t expect much on me and use it at your own risk.

There maybe no further development to make it better in the future, however you are encourage to modify it by your own.

Known Issues:

Some meshes with clippings/flows on certain situations.

The status of actual color mod to each fingers not updated after “all fingers” batch change was used.

Not all color combination are fully tested. There might be some bugs unnoticed.

Not supporting male characters.

Global model is a vanilla “wedding ring”.

* Sorry but there is chance I’ll not update/develop this mod further. Please try to solve it yourself or waiting for someone who’s willing if you’re not satisfied.

Installation :

Install it like other mods, by NMM or manually coping related files to folders accordingly.

Uninstallation: use NMM or delete the related files accordingly.

Necessary files / Compatibility:

This mod was an original stand alone one, should work well with other mods without conflicts.

However as I’m using Caliente’s Beautiful Bodies Enhancer -CBBE in my game, I would like to recommended it as necessary.

As CBBE is compatible to Vanilla game, I guess it’s alright with vanilla game too, but no promise.

Introduction Video from Tyrannicon (Thanks)

Credits:

HANDS mesh:
Caliente’s Beautiful Bodies Enhancer -CBBE-

The mesh and texture of the hands came from CBBE as I’m using it in my game. Thanks and all credits belong to its authors.
– Caliente
– Ousnius
– NifTools team
– Epitaph78 for the idea/concept of the body physics
– Shocky for assistance with SevenBase and the creators of the SevenBase shape
– EU4ORICK for designing some ‘UNP’ and ‘Dream Girl’ presets
– Includes awesome Dirty Raider skin textures by Ubercharge! Thanks!
– Various alpha testers

*Please also follow the terms provided by CBBE if you’re redistributing your mod of this mod if any.

NAIL CHIPS:

Mesh and texture made by me (kaw/foxey). It’s also provided as modder resources.

I granted permission here to anyone who want to make/distribute their own mods using it, no need to ask for my permission as long as you don’t make profit from it.

Adding a link back here is appreciated.

Tools used creating this mod:

This mod was made with the aid of tools listed below. Appreciate the efforts and kindness to all authors and people involved in creating them.

NifSkope 2.0 Pre-Alpha 4 (for exporting obj and nif manipulations)

FO4Edit 3.1.3 (for creating stand alone eps file)

Body Slider/Outfit Studio (for importing obj, bone-weight copy, exporting to nif)

Material Editor (for material BGSM manipulations)

Blender (for 3d mesh manipulations, UV mappings) with nif import/export plug-in

Gimp2(for textures manipulations) with DDS plug-in

The post Exchangebale Nail Chips (Manicure) appeared first on Fallout 4 mods.

Enclave X-02 Power Armor

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DogtoothCG is streaming at twitch.tv/dogtoothcg
Enclave X-02 Power Armor

It was a fool-proof plan. Yet the last President of the United States, John Henry Eden’s goal to acquire Project Purity for his own unknown, perhaps nefarious purposes ended in failure just ten years ago. The Enclave Forces expecting an easy war, found themselves in full retreat – with no places to hide from a resurgent Brotherhood of Steel and a Capital Wasteland eager for revenge. It’s soldiers now alone have to walk a long way to find somebody who doesn’t recognize what their armor signifies. Finally, some have reached the Commonwealth and abandoned the war machines that they expected to carry them to victory. Now, someone who missed it all. Someone from out of time. Who doesn’t recognize the Enclave, let alone, their list of crimes across the wastes. Just an abandoned Power Armor sitting in the middle of the Glowing Sea.

Designed for Movement and Terror

You might remember mowing through hundreds of Enclave soldiers in Fallout 3. Now it’s armor finally returns in Fallout 4 as a medium-level Power Armor. In a Red Rocket Station in the middle of the Glowing Sea you can now find this armor. With the ability to install not just your preferred Power Armor modifications, but an entirely new modification, Storm Servos, a mechanic to allow Enclave soldiers to move quickly in battle, and allow intense bursts of speed – yet at the expense of it’s wearer’s health. Also, while the Atom Cats would love to get their hands on a rare model from the second Enclave – the only extra coat, currently, for the X-02, is the Squad Sigma coat. The colors of the most elite, yet the most ruthless squad of the Enclave – who have now, thankfully, been consigned to history.

Refined For Battle

The X-02 that you will adorn has more than you might expect from an Alpha version. World objects, Power Armor modifications, Proper naming schemes. However, this is still 0.1, and there will likely still be a few hiccups and discoveries that you wouldn’t expect from a full version. Users, modders and mod reviewers please take note of this. With so much more to add, this will be updated frequently over the coming days and I can’t wait to share with you what the Enclave can truly offer.

Recovery Operation

The armor is located in a Red Rocket Gas Station in the middle of the Glowing Sea.
Credits:
Colonel Unoctium – For realizing too late, it was all for naught – and attempts to make right are too little, too late.
Frank DogtoothCG – Towering Enclave Experiment who proves the hypocrisy of our values, yet ruthless and gives us one last chance at victory
The children we lied to, about America – Yeah, sorry about that.
Vault Dwellers with seemingly innocuous goals, yet hidden, powerful drives to make things right – Because without you, we’d still be here.
The Military-Industrial Complex – Because, hey, we are it.
ChaosSolider1986

A short note from Payton Quinn (DogtoothCG) on Art and Inspiration:

I don’t expect you all to sit and read, but if I could have a minute of your time…

I’m sure by now, you all have noticed, that the X-02 is not a direct copy of the
MKII APA you were used to in Fallout:3. This is not an arbitrary design decision,
nor was it necessary to make it fit into the Fallout:4 gameworld. The redesign of
the X-02 is an homage, to the late, great, Adam Adamowicz.

For those of you who don’t know, Adam was the concept artist at Bethesda Game Studios, and
for a while, the only one. Much of what you have seen from BGS over the last ten years,
has been formed, in no small part by him. He was a man of massively prodigious talent,
surrounding himself with a love of art, compassion for his coworkers, and
(from what I’ve been told), an attitude that you just couldn’t hate. The work of Adam
Adamowicz has inspired my own over the last few years, serving as a launchpad to try new
styles, and never be afraid to fail; you never know what glorious design might crawl out
of the ink smudge on the page.

Adam passed away in 2012, leaving behind an immense wealth of knowledge, and the gifts
of his art. To me, these have since presented an endless source of inspiration for
character, clothing, and creature designs. When we realised that the Mk II APA was not
present in Fallout: 4, we thought it would be fitting to bring it back, doing our best
to merge Adamowicz’s art, with the final design from Fallout:3. This isn’t a redesign
for the sake of doing so, this is my homage to one of greatest inspirations.

Please, take a moment while your file downloads to check out these links on his life and memory.

Bethesdas’ Memorial Page:

A reflection on the Life and Creativity of Adam Adamowicz by his coworker Jonah Lobe:

A collection of Adams’ work from Oblivion, Fallout: 3, and Skyrim:

The post Enclave X-02 Power Armor appeared first on Fallout 4 mods.

Desert Ranger Combat Helmet Mark II

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This mod adds a standalone Desert Ranger Combat Helmet Mark II.

After drifting around the Mohave with the Desert Ranger Combat Armour I knew what outfit I’d be looking to mod for Fallout 4 for my own
character.

After seeing the NCR Ranger Combat Armour was in production, (fantastic job btw) I thought I’d try
for a different model for the helmet, hence the Mark II Desert Ranger version. I made this for my own game.

I’m planning to add some attachments to the helmet so I’ll update as and when (no lamp).
I want to make sure though that this helm differs enough from the New Vegas version.

For now, The Helmet can be crafted at a Chemistry Lab under Utilities. It fits both male and female.

I do plan on looking at the stats in greater detail when the Geck is released. Right now, it uses the stats from the Army Helmet and can
be modded with Ballistic Weave. I’ve left the Rad Resistance pretty high (100) for the time being.
I’d also like to add the voice modifier.

I will be releasing the Desert Ranger Combat Armour (seen in the screenies) further down the line (still work in progress). But again, this won’t be like the New Vegas Duster.

To add the mod manually unzip the .esp into data folder.

Let me know if you have any issues and I’ll do my best to help.

EDIT: Just added a texture replacement ‘Battered and rusty – damn Raider pilfered ma beloved Ranger Helm’. It will need manually downloading. To replace unzip to seperate folder somewhere on your mighty computing machine then copy and paste the two new textures (helm_d and yello_helm_d) into Data\Textures\Armor\Rangerhelm. Back-up the original two textures if you want to keep them (or rename).

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Power Armor Frame GunMetal Retexture

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First, I’m clumsy in English. Pardon me, Please.

This MOD is Retexture of Power Armor Frame, 3 Type.

Few Outside GunMatal Retexture.
More Outside GunMetal Retexture.
Almost Outside GunMetal Retexture.

You can choose only one Type to install.

This MOD for my Power Armor Camoflage Retexture.

T-45 Power Armor Camoflage Retexture – StandAlone
T-51 Power Armor Camoflage Retexture – StandAlone
T-60 Power Armor Camoflage Retexture – StandAlone
X-01 Enclave Power Armor Camoflage Retexture – StandAlone

Installation
1. Extracting the File, and drop all files to DATA folder and overwrite them.
2. Add the following lines to your “Fallout4Custom.ini” file located in “Documents\My Games\Fallout4”:
[Archive] bInvalidateOlderFiles=1
sResourceDataDirsFinal=

The post Power Armor Frame GunMetal Retexture appeared first on Fallout 4 mods.


Dog Combat Armours – Standalone and Craftable

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What is this?

This mod adds 2 new armour sets and a gas mask for Dogmeat and any other dog in Fallout, they are made from parts of the human combat armour models, so I guess it’s Dogbat armour? Comdog armour? I don’t know, some funny name like that. I’m honestly surprised no-one had done anything like this sooner.

How do I obtain it?

Both armours and the gas mask are added to levelled lists, meaning raider dogs and such should spawn with the armour on, the light armour spawns a level 10, the heavy at level 17, and the gas mask at level 7. They are also both craftable at the Chem station under the Utility tab.

Extra Notes

First off I’m not very experienced in modding Fallout 4, so there’s a decent chance I did something wrong along the way, and there’s also a decent chance I’ll have no idea how to fix some issues that might crop up, I’ll greatly appreciate any help should anything go wrong with this mod.

Secondly I don’t often get a lot of spare time to mess around with this sort of thing, so please don’t expect incredibly fast responses or fixes if anything goes wrong, however I will try my best

Thirdly these models use the vanilla textures, so if you’ve installed a mod that replaces any of the textures used here, they will also change the textures of these models.

Videos

Huge thanks to Tyrannicon for featuring my mod in his wonderful video!

Installation

Download the mod with Mod Manager and install as you would every other mod.

Uninstalling

Nope, not letting you uninstall this, you’re stuck with it forever :)

Tools used

OutfitStudio
Nifskope
Blender

The post Dog Combat Armours – Standalone and Craftable appeared first on Fallout 4 mods.

ProvisionerBackPack

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I speak only Japanese.
ProvisionerBackPack
———————————————————–
Provisionerさん用のBackPackを追加します。
The mod adds “Provisioner BackPack”.
111や人間型CompanionやStrongが使うことも出来ます。
———————————————————–
●追加されるArmor(Added Armor)
Provisioner BackPack

Fortify Carry Weight 35.
持ち運び重量が35増えます。
BackPackのWeightが5あるので実質30増えます。
それと防御力が3だけあります。

Use Slot 57.
装備スロットは57です。
なのでスーツとか白衣、アーマーとか装備してても装備できます。
あとStrongも装備できます。
———————————————————–
●入手方法(How to get it)
Could be crafted under “Utility” section of any Chemistry Station.
Chemistry stationのUtilityで作れます。
材料はレザー(Leather)、鉄(Steel)、布(Cloth)、プラスチック(Plastic)です。
———————————————————–
●余談
Provisionerさんに無駄にでかいごちゃごちゃしてるバックパックを背負わせたくて作成しました。
自分で装備すると自キャラが3人称で全然見えないです。
最初はスロット61の予定でしたがストロングに渡して装備させるとアイテム一覧から消えてしまったので、
57に変更しました。いまいちこの辺の仕様がまだよく分からない。
———————————————————–

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Slooty Vault Wetsuit Replacer

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This is a wetsuit version of the Slooty Vault Jumpsuit mod: http://www.nexusmods.com/fallout4/mods/8233/?

It requires the original mod.

INSTALLATION:
1) Install the original mod.
2) Extract to the root Fallout 4 folder and overwrite the mesh.

The post Slooty Vault Wetsuit Replacer appeared first on Fallout 4 mods.

Automatron Helmets Fix – Allows Masks and Eyewear

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Very simple fix that allows you to wear masks and eyewear beneath the Assaultron and Eyebot helmets. I didn’t include the Sentrybot helmet since it covers everything. Of course it requires you to have the Automatron DLC installed.

**Try wearing the Assaultron helmet with the Rebel Gasmask from L0rdofWar’s The Rebel mod

FAQ.
Q. How come I get CTDs?
A. You have another mod that changes the assaultron and eyebot helmet entries. Your load order is incompatible with the mod. Consider choosing. I’m not going to make patches for every Automatron mod that comes out.

Install via NMM or extract to Data folder and activate the ESP.

The mod is now compatible with AkemiNakamura’s mod that allows ballistic weave to be added to the other armor items of the Automatron DLC. You cand find it here Automatron equipment can now use ballistic weave If you want to use both mods together, install mine last.

The post Automatron Helmets Fix – Allows Masks and Eyewear appeared first on Fallout 4 mods.

Automatron equipment can now use ballistic weave

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My mod now works with another mod that allows you to wear equipment under certain helmets, go check it out here: remember to load their mod last if you want them to work together.

I love the Mechanist constume, but I find it annoying how the helmet cannot have ballistic weave on it. Also I wanted my companion to wear the eyebot helmet I had, but it also had the same problem. Well, I fixed that. Now these three items can have ballistic weave on them:
Eyebot helmet
Sentry bot helmet
Mechanist’s helmet
Assaultron helmet

Have anything else from Automatron DLC than you want to have ballistic weave on? Comment, I might do it!

This should work with all other mods, all I do is add some attributes to the helmets to make them have ballistic weave.

The post Automatron equipment can now use ballistic weave appeared first on Fallout 4 mods.

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