Fallout 4
BOS Variants of Exoframe and others

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I finally got around to these. Partly because they have those wires and nodes to make control of the frame seem more efficient. Perhaps a bit of transitional armor for the BOS knights.

10 comments

  1. Cetochtli
    Cetochtli
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    Reconsider the decision to use faction decals
    1. Barschun
      Barschun
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      I guess the faction logo on the chestplate is changeable or do you mean faction decals on other parts of the armor?
    2. deleted150604
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      I might with good reason but otherwise you're pretty much just telling me to with no input as to why, which implies it's just a matter of "knowing better" or something. Seriously, dude... even if you were to say "I don't like faction decals" it'd be more info.

      Also the BOS is the only faction I've given decals so far. Partly because they already have armor with decals to match for consistency.

      Still not sure why though I would want to not use them. I've been making sure I keep the whole mod kind of "safe" in terms of risk of seeming to take over a portion of the game. I'm even planning on making sure that there's a version that is crafted only.
    3. Barschun
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      Thanks for clearing that up, I was a little bit confused what Cetochtli meant by "Reconsider the decision to use faction decals".

      EDIT: If it's possible, I would suggest to remove some parts of the synth armor to make it look more like the stalker exoskeleton.
      In the upload, I marked the parts which should be removed in red and the parts which should stay in blue.
      The picture upload: http://www.bilder-upload.eu/show.php?file=af6625-1522183323.jpg

      Also I saw on the back of the stalker exoskeleton, there is a device to power it.
      Maybe you could ask for permission to use a specific backpack model from the mod Backpacks of the Commonwealth.
      I thought this backpack could be the power device for the mod's exoskeleton.
      Link to the showcase of the specific model I had in mind: https://youtu.be/zTNVkDx_xNI?t=8m27s (The video should start at 8:27)
    4. deleted150604
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      Unfortunately in Bodyslide I cannot do that complicated of mesh editing. I was kind of lucky with the Hazmat suit since it has a decent few sections that aren't really attached, despite being part of the same mesh.

      In a sense, I'm not /too/ bothered by it because the Fallout setting does kind of lend itself more towards solid armor plates. I will however readily use a modified mesh if anyone were to provide one. If I had Max I would probably be able to add power cables and modify it myself. I don't have that kind of money though.

      I do need to add a backpack though. Was kind of thinking of using the distress pulser model since it has a bit of a Sci-fi/metallic design.

      I am going to look into modeling for this game with Blender again but I have to admit I got frustrated as hell and quit last time. So I hope I get results of at least some sort. That'd mean I can do more than edits barely above nifskope hacks.
    5. Cetochtli
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      my comment was due to the fact that i was assuming that if the bos use a decal version they wont use the "front bags" versión wich looks very more well suited from a combatant perspective, and considering that the bos alongside the institute are the super powers of the Commonwealth it would make sense that the bos versión would be the most suited for harsh combat (as they are basically a foreign army) so if the wastelanders exo has that "militaristic vibe" the bos should be on top of that, as they are in inferior numbers and need to Project more sheer power, also why use an exoesqueleton if it isnt for carrying a lots ov stuff?
      also it brings me another doubt, even tho i loved how you choose the synth armor to use as an exoesqueleton framework it is still institute armor
      Will the bos use the exoesqueleton armor as default? i mean, will they use it since their arrival or it will start to appear only when they have already waged war with the institute for a while?
      please dont take any of my comments as a rant or anything like that, i´m just to hyped for this Project and i want to give the best of my perspective if that could help the Project along the way, sorry if sometimes i cant eleborate that good of my suggestions, it´s just that english is not my native lenguaje :(
    6. deleted150604
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      Oh. That is a very valid note, though I've kind of had a logic of just putting the bags on anyway, over the logos. They show up as a visual change, kinda like the tiers of some armors, but when you use a "deep pockets" mod on the item. Meaning that instead of no visual change, the armor gets a means to hold more added to it. I'm even adding a load bearing harness mod to the basic suit.

      https://imgur.com/1tpeZR8

      So far I don't have a mesh like that for the hazmat suit but I'm working on visibly pocketed meshes for what I can fit everything on.

      Thank you for clarifying by the way. I don't mind input, and in fact really appreciate it. I just like details so I can better get what people mean. I'm not exactly sharp in that regard.

      EDIT: As far as the BOS using this armor, I was thinking for the .esps of my mod that add the most in-game elements, any unit outside of power-armor aside from pilots would have a chance to use an exoframe. The pilots would be given vests however, and more body-armor.

      The institute thing is a big issue for me and part of why I really hope to get the exoframe a little more distinct from the synth armor. It bugs me to use a faction's "big thing" as a generic item. I suppose if I can't that'll mean I make another esp file to take the main quest into account better.

      My initial cheap solution was just to make a vault version and assume that was the first one used for reference by other factions.

      On a side note, I don't suppose anyone knows how to tune fall damage? I don't want the frames to give immunity, but it seems fair to cut maybe 20% of it.
    7. Barschun
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      Unfortunately, I don't know how to tune the fall damage. Maybe you could use the legendary effect of the Freefall Legs which reduces the falling damage by 50%.
    8. deleted150604
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      This is released as-is here: https://www.nexusmods.com/fallout4/mods/32398
  2. deleted150604
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    Unfortunately it turns out I may need to stick with more similar parts to merge together. The decaps do not work well on this armor. I may just end up preparing the armors I already have for layering under common over-armor pieces.