I have problem with it through. I cannot make my new PA moddable/repairable whenewer I do. I did all (well, all that actually pointed out - I have a feeling that guide missing some important parts about PA omods and constructible objects tbh) according to guide but all I get when try to enter PA station is message that there's no moddable parts avaible. What could be wrong? If somebody has real experiance and aknowledge in this area I could share .esp for them.
Thanks for this would not have made any progress without it. Created a mesh and have the .nif ready followed your steps but now just get CTD when I try and equip the Torso piece I created. What could cause this?
Hi . So I´m having an issue with a mod Idea i´m working on , (You might wan´t to Know this is my first attempt at modding) the base Idea is to create a T-60 PA with a Cape and other Ornamentation like a sigil or something else to make it look a bit Space Marine like . I followed several Tutorials regarding the creation of custom meshes , how to apply shders and matirials on them and how to bring the meshes ingame . Non worked . SO my question is : is that possible at all ?
I´m sorry if I should have posted the wrong way as I said I´m a noob regarding Modding and the use of this Forum . I Hope someone might be able to help me and I thank you all in advance .^^
Say you made the Cape a Torso Misc or Lining > Go to Object Modifications > FInd your Linings 1-6 > Look to RightPanel > "Model" > Right-Click on RightBox (Not on Model box) > Add > Paste the Path of your Cape
Yeah, if I'm ever successful with my own mod using your tutorial, I'm going to release a Tutorial on How to Make Standalone Power Armor too. This tutorial doesn't have grammar or spelling problems - its that the important or small stuff isn't explained well (Like "Copy all the teh11mods" or "AddonHelper, create one."...HOOWWW or WHAT!!!!) - the pictures aren't well done But thank goodness I can start with this also I'm pretty sure most PAS Scripts didn't exist in your day, but still you should have have at least realize if your explaining something to someone for the First Time at least tell them how to do it once.
Ok I'm trying to get my own PA set up in Fallout 4. I managed to follow most of this tutorial and was even able to use the CS for the most part. However the section on editing the dn_PowerArmor naming rule isn't clear. What do you mean by "delete the entries?" Because I've tried to right click and delete but have been unable to.
The final section is far to vague as well. Basically none of step 5 makes any sense to me and the picture doesn't help at all.
I really appreciate that you took the time to make this tutorial but I really need these 2 sections clarifying more in order to figure out what's wrong with my mod. If it's now possible to do all this in the CS I'd like to know how to. Anyway thanks in advance.
Hi, just want to say i love this Armor set and the new camo skins for it to, was wondering if you might be able to make some Decals for the armor, as it would add to the set really nicely.
Hello, I wonder if it is possible to create a new slot for power armor, such as backpack slot for instance. If it is possible, the power armor backpack could be way funnier than normal "bags".
Artillery backpacks, aloowing to add a launcher, a motar, a beam cannon or whatever on it (probably need FO4SE to make it as extra fire mode) Storage backpacks, working as a moving crate, or the poor packing mule.
Well if you're looking for new categories (maybe even a precursor for what you're looking for) you should use ZephyrWarrior's Fallout 4 Power Armor Overhaul.
The intention of creating new slot is to make something unbound to the chest (or the other) piece, yet I don't know if it is possible currently. (Eventually I believe there's nothing stop us to do so)
P.S. Creating new slot for existed armor pieces is simple enough, that's not what I was talking about.
Now I get what you're getting at... You're talking about the frame accepting more than just torso, arms, legs and helmet, aren't you? Would prolly be possible, but making it act as a "moving crate" or adding usable weapons would require scripting and I honestly haven't the faintest clue about Papyrus, so...
Yes, that's what came to my mind. Using FO4Edit to create new slots accepting armor pieces doesn't sound out of reach to me, yet the scripts to make them functional are... (at least for me)
My current testing involves putting the jetpack on the frame instead of it being an OMOD of the Torso. Since it sits on the back of the armor, there wouldn't be any problems space-wise and backpacks and/or cannons could use the same or similar placement (for the cannons think, for example Warmachines Gatling or 40k Space Marine Terminator Missile Systems).
By the way the Jetpack test kinda works, but I get random CTDs now and then, gotta look into that some more.
P.S.: Haven't played in ages, is the Cyclone still valid equipment for Terminators?
Battousai124, Sadly you do not foresee the future possibilities.
In this brand new power armor model, it actually shows what the modders are capable of, the "visual gap" won't be a problem since this milestone. I offered a thought of creating extra armor slots because I had imagined an advanced mechanism of separated parts for power armor, such as upper arm, lower arm, shoulder attached missile pad, artillery backpack or simply a storage cargo on the back.
Thank you so much for your test and glad to hear the good news, I will keep tracking you guys. And as soon as I finish my current objects, I will try simulating this too, even if I am kind of noob in modding.
Hey OP! I haven't looked through it yet, but thank you for making this! It's something I've wanted to do to give a little extra unique-ness to my Power Armor paint.
29 comments
I have problem with it through. I cannot make my new PA moddable/repairable whenewer I do. I did all (well, all that actually pointed out - I have a feeling that guide missing some important parts about PA omods and constructible objects tbh) according to guide but all I get when try to enter PA station is message that there's no moddable parts avaible. What could be wrong? If somebody has real experiance and aknowledge in this area I could share .esp for them.
Thanks in advance!
the base Idea is to create a T-60 PA with a Cape and other Ornamentation like a sigil or something else to make it look a bit Space Marine like .
I followed several Tutorials regarding the creation of custom meshes , how to apply shders and matirials on them and how to bring the meshes ingame . Non worked . SO my question is : is that possible at all ?
I´m sorry if I should have posted the wrong way as I said I´m a noob regarding Modding and the use of this Forum . I Hope someone might be able to help me and I thank you all in advance .^^
- its that the important or small stuff isn't explained well (Like "Copy all the teh11mods" or "AddonHelper, create one."...HOOWWW or WHAT!!!!)
- the pictures aren't well done
But thank goodness I can start with this also I'm pretty sure most PAS Scripts didn't exist in your day, but still you should have have at least realize if your explaining something to someone for the First Time at least tell them how to do it once.
However the section on editing the dn_PowerArmor naming rule isn't clear. What do you mean by "delete the entries?" Because I've tried to right click and delete but have been unable to.
The final section is far to vague as well. Basically none of step 5 makes any sense to me and the picture doesn't help at all.
I really appreciate that you took the time to make this tutorial but I really need these 2 sections clarifying more in order to figure out what's wrong with my mod. If it's now possible to do all this in the CS I'd like to know how to.
Anyway thanks in advance.
cheers.
If it is possible, the power armor backpack could be way funnier than normal "bags".
Artillery backpacks, aloowing to add a launcher, a motar, a beam cannon or whatever on it (probably need FO4SE to make it as extra fire mode)
Storage backpacks, working as a moving crate, or the poor packing mule.
...etc
P.S. Creating new slot for existed armor pieces is simple enough, that's not what I was talking about.
You're talking about the frame accepting more than just torso, arms, legs and helmet, aren't you?
Would prolly be possible, but making it act as a "moving crate" or adding usable weapons would require scripting and I honestly haven't the faintest clue about Papyrus, so...
Using FO4Edit to create new slots accepting armor pieces doesn't sound out of reach to me, yet the scripts to make them functional are... (at least for me)
By the way the Jetpack test kinda works, but I get random CTDs now and then, gotta look into that some more.
P.S.: Haven't played in ages, is the Cyclone still valid equipment for Terminators?
In this brand new power armor model, it actually shows what the modders are capable of, the "visual gap" won't be a problem since this milestone. I offered a thought of creating extra armor slots because I had imagined an advanced mechanism of separated parts for power armor, such as upper arm, lower arm, shoulder attached missile pad, artillery backpack or simply a storage cargo on the back.
Gundam 08 MS Team: http://1.bp.blogspot.com/-2eGxNv7Xl_U/UwSMAdqhijI/AAAAAAAABEU/s6v9b-_qMIw/s1600/IMG_1990.JPG
Gundam F91 V.S.B.R: http://userdisk.webry.biglobe.ne.jp/015/977/29/N000/000/003/123997291329316128756_CIMG3137.JPG
KOG Cannon: http://0thmirageknight.com/wp-content/blogs.dir/1/files/knight-of-gold/knight-of-gold-1.jpg
Shoulder Missile Pad: http://cdn.wegotthiscovered.com/wp-content/uploads/front-mission-evolved-action.jpg
Thank you so much for your test and glad to hear the good news, I will keep tracking you guys. And as soon as I finish my current objects, I will try simulating this too, even if I am kind of noob in modding.
In fact I only began xEdit with FO4, so I'm a noob too.
Little nitpick: Technically, the mech in your fist link is a RX-79[G] Gundam Ground Type, it's just from Gundam 08th MS Team...