Fallout 4

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Horus5

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  1. Horus5
    Horus5
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    Sticky
    New Version is finally out and about! Best part of all is those compatibility patches are now no longer needed since the armors only spawn on the new units. On a side note ignore the bonus the blindfold gives, it's supposed to a buff and a debuff but it apparently is not wanting to work that way, I'll fix it tomorrow sometime.
    Current list of changes:
    -Scorpion Hunter outfit released - Comes with different color schemes matching the Radscorpion types
    -Gladiator Helmets released - Craftable in 3 sizes each one with a different appearance
    -Engineer armor has been remodeled
    -New Eyewear including: Blindfold, Recon Visor and Welding Goggles
    -Optional material swaps to change the color of the Engineer and PA
    -New Tech helmet added
    -Previous mask have been revamped to save on menu space: They are now the Grave Robber Mask which can be upgraded to the King varient as well as the Demon Mask than can be upgraded to devil or Demon King Variants
    -Gambits77 replacer plugin changes merged in

    Now it'll be awhile till the next update since I am already working on bigger things to expand this more on the non armor side of things to solidify a place in the world for all of this so minus a few fixes for the existing outfits and maybe bouts of extreme boredom\creativity there will not be any new outfits for a short while. That being said more will be coming I just need to recharge my creative batteries first. So as always any new bugs or issues arise make sure to let me know with as much detail as possible. If you don't let me know than I can't fix it.
    1. Horus5
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      Just so everyone knows this is still being worked on heavily so it is far from being dead and is still being supported. I've been having to work a lot more than usual as of late so my time for this has been drastically reduced more than it already was and I apologize for the updates/fixes taking so long to get to you all.

      Aside from that if anyone has any suggestions on what they like to see added in or improved on feel free to comment here or send me a pm I'm always open to new ideas.
    2. xXBalthorXx
      xXBalthorXx
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      So good to hear you're still active! Any ETA on the next update?
    3. Horus5
      Horus5
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      Well I was hoping to beat Vault Tec but since I know I won't make it by than the goal is by the end of next month. I have some time off this next week so I'm going to try to get stuff cranked out. I have to re-remake some of the outfits again since I've learned better ways of doing it and can open up availability for vanilla body players as well.
    4. WastelandAssassin
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      awesome to see you still working on this

      if you do plan to add new armors, please make more beast hunter stuff
      it's so nice to see outfits made from the corpses of the enemies you have to kill, especially when forged into a proper armor that looks great, isn't skimpy, and really looks protective

      do carry on, and many thanks for all of your hard work
    5. Horus5
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      Yeah I've been working on expanding the tech priest first with new units\locations and the beast masters were actually going to be my next focus since I already redid the Graverobber outfit to make it better
  2. Fofins
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    would be cool if you made a Coffin Back pack standalone
  3. jd17623
    jd17623
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    Whats that rifle in the 8th screenshot?
  4. CrustaceanQueen
    CrustaceanQueen
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    So I doubt anyone will see this or be able to answer it, but I'm wondering if there is a fix I can do for some of the armors from this mod. I love the clothing and armor, but some of the armor (particularly the Grave Robber torso) makes my character's chest size ridiculously large. I'm not super familiar with how bodyslide works, but is there a way I can modify the armors of this mod to fit the usual body size? 
  5. Docssy
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    CAUTION - Process of elimination determined that this mod is causing issues with CTD out of sanctuary
  6. gb75
    gb75
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    I'm an Xbox player who would like to bring this mod to the community's attention to find a modder who can port it to bethesda.net. do I have your permission?thanks in advance for the reply
  7. Stacksup
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    Yoooo, trying this out in 2022. Looks good!
  8. Obdulio
    Obdulio
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    are some of the armor pieces incomplete? I can see them in the CK but ingame they're invisible when i equip them, I know about them mechanized size but other stuff like the Gunner arms also don't appear among a few others.
  9. Ashcrawler
    Ashcrawler
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    Where do I craft the demon mask? it isn't in raider, gunner or scavver sections of the armoursmith station.
  10. Swampfox92
    Swampfox92
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    If you're like me and you are using Unique NPCs and Raider Overhaul and such, there's a little more that you need to do merge the leveled NPC lists correctly. I was struggling with the Scavver NPCs spawning too often once I started reaching higher levels, with them seemingly almost phasing out normal raiders at a point. My problems stemmed from a particular flag used on leveled characters placed within the world http://geck.bethsoft.com/index.php?title=LeveledCharacter Check the Reference Dialog section. NPCs can be placed with a certain difficulty. Unique NPCs merged the changes of the raider list into a simple female/male split at level 1, and Scavvers added it's new NPC's at level 15. If you simply merged these changes, whenever a medium or above placed NPC was encountered, it would always spawn as a Scavver.

    My simple hacky solution was to copy the female/male entries and enter 15 for the level, so that when a higher difficulty leveled NPC is encountered, it will choose from the 3 different options at level 15. A more elegant solution would be to integrate the Scavver NPCs into the new way Unique NPCs spawns characters.

    I figured I'd leave this here for anyone who may run into the same issues who is well versed in editing stuff in FO4Edit. Maybe it'll help somebody.
    1. grands4everyone
      grands4everyone
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      Thanks. I noticed this and wasn't sure how to resolve. Gonna go poke around in xedit and see what I can find.
    2. tal3t722
      tal3t722
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      i ahve the same mods with Scavver i just dont understand how to fix it exactly by making a new merged patch and aading both Leveled Npcs lists from the 3 mods into the new patch....or where do i put that 15 level entry
    3. MarkusTay
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      I run this with Unique NPCs, and Raider overhaul as well. The patch for RO (when you install the FOMOD) re-does the LL lists, and the levels are better accounted for due to RO's presence. Thus, that problem was solved, and all I had to do was directly copy the Scavvers LL stuff into that patch's list with no changes... "it just works".

      EDIT: The patches here on this page all require WSE, which I will not use, because toward the end-game, almost all the Raiders seem to switch to melee weapons (because they are so OP, and WSE has WAY too many of them), and if you are a sniper, Raiders are a joke after that. That just come running straight at you and its like shooting fish-in-a-barrel. Thus, I create my own patches for Scavvers/RO/Lagrie.
  11. NagaKarat
    NagaKarat
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    Can't believe I just discovered this, like the idea of scavvers using the item they scavenge to make their own tech. Is this mod ever going to be updated? The latest fallout 4 update really threw a wrench on older mods introducing bugs that were not there before so hopefully the author will come back to this mod.
    1. MarkusTay
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      I've been using this for years, and it works fine. You'll have to either find the fix/patch for the tech armor, or fix it yourself (its fairly simple), otherwise folks wearing it will be nakey.

      Also, I had to add it to the LL for them to show up, because I also use Raider Overhaul, and not everything will show up if you don't. I just use the RO Patch (there are several) and add to it, and use that as an LL patch for all my Raider mods. Maybe someday I'll release a version of that. If you don't use anything else that changes the Raider LL's, this will work as intended, out of the box.