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39 comments
So yeah, this is pretty damn cool, the female version of this and the slooty vault suit don't really appeal to me all too much but this looks really good and would be useful for my institute play-through (if you release it that is).
I do hope you end up release this.
I think you'd be providing a great 'modder resource' by uploading this, too, no matter how it is presented. What I mean is the mesh here seems like a fantastic under-armor for use with other pieces. And I'm assuming that your current edit, along with nsk13's edits, still hold the same UV map from the original ?
The booty is pretty fab, I dunno if people will like that or not.... but its so glorious I have a hard time removing it LOL.
Yup it keeps the same UV map so that means even the "slooty" vault suit textures will even work on it, which I may include a addon for too since its the same mesh.
Working on cleaning up the zipped mesh and then it should all be good to release, so prolly next week it will be out baring any permission issues. Which I will be sending out PMs tomorrow for that.
Well, Earrindo. Have you seen THIS mod ?
Maybe take a look at the Kerriger body suit next.
I am trying but it may not be possible to get it just right for a release, I may add a undershirt if I can not close it as a option.
The Nano Suit is just a vault suit retexture, its not very high poly so I can fully understand why modders make their own meshes. Vault suits for male and females have different UVmaping so even that would be more work for this modder who made these scratch textures lol.
Kerrigan looks just like the female body retextured to be a suit, its kinda low poly which makes it harder for me. Plus I dunno if I like the textures or not enough to put the work into it.
1. Export mesh as object
2. Import mesh in Blender
3. Export as object from Blender
4. Import into Outfitstudio and weight it
Blender hasnt been updated to the new format so I cant really import them and export them the way I want yet. I admit I never really had issues with "stitches" or x-axis stuff before with objects. I believe there are smoothing settings in Nifskope that can smooth out the object meshes like Blender can.
I feel like FO4 is not really a "shooter" as say call of duty, its not that kinda of feeling to me. I dislike "shooter games" too lol.
Well, I have stitches with all .obj files that I import to Blender - not only exported from NifSkope F4 ones but with ones that I import from source .obj file too. This is actually not exactly stitches that corrupt geometry, this is just doubled verticles which better to be merged because they are noticable ingame after export.
S.T.A.L.K.E.R. I feel is somewhat more of a RPG then FO4, BUT I feel it is also more of a hardcore shooter then FO4. I feel FO4 has lost its roots, the main char voicing shows this the most.
But I dont mind the settlement stuff myself, I only fix up the places I plan to stay at and if people want to move in around me fine. I dont do the whole fix every settlement thing, screw them they are big boys and girls.
As for the verts yeah I merge those before I export, and it seems to not matter for FO4 (maybe even in Skyrim) because they do not seem to come back on object export. The outfit above had those issues and I merged them. They do not show up in game play atm.
None of this I found in F4. I think the best way for fo4 modding is to advance it shooter part, not trying bring back RPG one because there is very strong technical restrictions for it. Sorry if it sounds rude or something, I just used to express my opinion despite the fact the thing is modish or not.
FNV has the choices, the RPG, a decent combat system, decent crafting bones and all the npc personality that you could want.
FO4 to me is a fun romp through the world, I find the areas to be pretty and interesting enough to keep me wandering around. I also like some of the followers a ton and they did improve those a huge amount from FNV and even Skyrim. But I agree it is NOT a good RPG, maybe once mods come out it might be a okay RPG.
I mean they have a mod where it takes away the players voice, now if someone added more dialog options the player could "say" in convo it could flesh things out alot more.
Well as I know it is almost impossible because 4 reply variants are hardcoded. And even more - this is not count of dialogue choises, this is hardcoded triggers tagged "yes", "no", "something like persuasion" and "stupid joke, i.e. sarcasm". All dialogue effects are strongly scripted. So I cannot imagine how people are going to make quests for F4. With voiced PC it looks much smoother that it really is, but without it this will look very very poor.
http://www.nexusmods.com/fallout4/images/16813/?
Hey, where did you get that tattoo? That is awesome. ^^
The tattoo is something I have been working on for my character, you can see better pics of it in my past gallery pictures.