Fallout New Vegas

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Zeus_II

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Zeus_II

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54 comments

  1. Zhylaw
    Zhylaw
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    helmet is missing icon in pipboy
  2. Welovefallout
    Welovefallout
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    It would fit in as a say... jury rigged armor? Maybe something a raider would wear or something the player crafts as they progress through tougher battles.
  3. Eminenssi
    Eminenssi
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    Love the armors, great job man. The design is original yet it fits the Fallout universe really well, endorsed!
  4. deleted954101
    deleted954101
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    Wonderful armor, has a lot of character to it. It looks like the sort of outfit a post-apocolyptic veteran would cobble together from scavenged armor. The leather backpacks in the Project Nevada mod go great together with this. It also makes the worn out, duct taped shotguns and rifles look less out of place than they do for someone running around in a more pristine looking armor. Keep up the great work!
  5. retakrew7
    retakrew7
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    about the power armor:

    It sounds as if it resembles the problem with hats, which are rotated 90 degree in the shoulder when you are just copying the mesh, they need either a correction in nifscope (rotating 90 degree) or a .egm (not sure wether it's this file extension).
    It could also be due to the fact that the power armor pauldrons are most times added as armor add-ons, which also sometimes need the .egm file.

    SPECULATION:
    It could be that blender imports the .egm with the meshes, but does not export it correctly.
    This problem might be solved if you would look at the .nif in nifscope and rotate the pauldrons and boots manually back.
  6. patient33
    patient33
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    Thanks! I'll try using your method - it's a little different from other tutorials - but it sounds simple and effective.
  7. Zeus_II
    Zeus_II
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    @patient33, not really sure what you mean here, I'm not very familiar with the intricate workings of modelling programs. When I merge different pieces of armor together in Blender I never remove the skeletons until I'm ready to export it to a .nif format. Then I select all by the type armature and remove them, hide the meshes and import another armor and delete it, leaving the skeleton. When I've done this I unhide the meshes, select all and set parent to armature, after which I select only the skeleton and export it. I don't know if this is the correct procedure, but it's always worked for me.

    I have, however, had very strange issues every time I tried this with any kind of power armor, such as the boots and pauldrons rotating 45 degrees to the right in-game while looking perfectly normal in Blender. Still haven't figured out what's wrong.

    I hope this helps a little, but frankly, I suggest you ask around on the forums for issues like this. There are people out there who are far more experienced and better at explaining things than me.
  8. patient33
    patient33
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    Nice work - Hey I'm working on my own mesh - can you tell me why my armor is misaligned on the body when I remove the skeleton - but re-aligns itself when the skeleton is not deleted?? Do I have to move the body - because the armor appears off center when I try to run it in-game.

    It doesn't make sense to me because it looks perfectly aligned in Blender when the skeleton is present . . .
  9. XxPRYNExX
    XxPRYNExX
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    I think it looks awesome. Tactfully backwards tho. Looks like the armor is meant for a left handed person cause of the shoulder, arm and shin are more heavily protected on the right side. Right handed people would be the opposed cause the left side would be more forward and more likely to be hit. Np tho, see that issue with ALOT of games.

    Love the armor tho, great job!!
  10. jman49
    jman49
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    Nice Armour dude. The only thing you should do with it is make wearable goggles like the ones on the Armour its self.