Fallout 4

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Created by

Luis Guerreiro

Uploaded by

skyrimlu

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18 comments

  1. Johnny5Aces
    Johnny5Aces
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    • 8 kudos
    Could you change the equip region so that the helmet is no longer tied to the head? Since it is, there is that gap you get, which would let water in.
    1. skyrimlu
      skyrimlu
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      You can do those changes easily in FO4Edit or the CK so please do it in the way it suits you!

      I just upload this mod as a request from my other mod cause people have been asking this for a long time when I was in hospital and couldn't do make any changes. I am still recovering from heart surgery so my time is limited.
    2. The_Friendly_Bandit
      The_Friendly_Bandit
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      I'm sorry to hear that, I hope your recovery is speedy and painless.

      Though, if you could spare a moment, could you tell me how exactly to fix that gap issue in FO4Edit? I could probably figure it out with help, all I need is a bit of direction on where to look.

      No pressure of course.
    3. michael396
      michael396
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      Figured I would post this info here: Changing the Attachment Point has nothing to do with the way the object is rigged. The best way to go about what you are trying to do would be (This is how I create models, BTW)

      Unpack \\\Data\DLCCoast - Main.ba2 with BAE (Search for it here on Nexus)
      Find the Model for the helmet EX: \\\\Meshes\DLC03\Armor\DivingSuit\MOutfit.nif or MHelmet.nif
      Download and open the latest edition of Nifskope (Should be like Beta 3.X or similar)
      Open MHelmet.nif with it
      Select the master node (root)
      Click File-> Export->Export to .obj
      Make changes to mesh in your favorite editor (I use Blender V2.49B)
      Export to .obj while making sure to select the Apply Modifiers Flag, to prevent any future issues
      Download BodySlide and install it to \\\Data
      Open Bodyslide and select "Outfit Studio"
      File->New Outfit->Load Mesh->MOutfit.nif and Automatically search for textures
      Right Click on Render Window->Load Outfit from .obj->Load your custom model
      Right Click on MOutfit->Set as Reference
      Right Click on MHelmet->Copy Bone Data
      Click on Bones Tab, look through the list of bones for the bone that affects the neck area EX: Neck_Skin (Not certain on name, but it contains neck)
      Select MHelmet, go back to bones, select the painter tool, paint the entire helmet with that bone (should be at least green in color)
      You may need to Transform the helmet up or down along the "Z" Axis, if I recall, the helmet is offset from the suit a bit
      Then, finally, File->Export->NIF with Reference (Important)->Save to nif file, making sure not to overwrite the original MHelmet.nif(see below)
      Open your newly created .NIF with Nifskope, find the BSLightingShaderProperty->Find the line that says Name, and likely has a text-string pointing to a .bgsm, or has 1XX in it. If it just has the number, open up the original MHelmet.nif, find the same line, copy it, right click on the line in the custom nif, click edit text, and paste it there, save, rename it to MHelmet.nif with it in a location different from the original

      Move it to \\\\Meshes\Armor\Diving\
      Profit!

      Sorry if the formatting gets messed up.

      PS: In the time it took to type this, I probably could have done it and uploaded it for you; but knowledge is power, and as such, you are informed!

      Best Wishes,
      Baryonyx396
    4. michael396
      michael396
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      I have fixed the file myself. It will be included in my Diving Suit pack that is coming out soon. It will include realistic textures; shiny rubber, micro-weave/rubberized nylon, brass that looks like brass, texture variations for all joinable factions from FO4, a handful from FO:NV, and the Enclave. And much thanks to you, Skyrimlu, for allowing me to use your resources.

      You rock!

      (pardon the blatant adverts)

      Thanks,
      Mike/Baryonyx396
    5. skyrimlu
      skyrimlu
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      Nice michael396, glad you are releasing your mod soon!
    6. michael396
      michael396
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      I have my preliminary set ready to go. It's white rubberized nylon with black joints, and aluminum. Will uploadd tomorrow.
    7. NotOnLand
      NotOnLand
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      I followed those instructions and uploaded it here, in case anyone is still interested
    8. dpsampson
      dpsampson
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      • 12 kudos

      Going to check it out and have it for my new game... Kudos and thank you to NotOnLand for sharing the static helmet models and, of cource skyrimlu for the separated helmet, I hope you're feeling better already. I've got a f***ed up left collar bone/shoulder and a f***ed up lower back and a skin disease to deal with myself so, be reasonably careful and take care of yourselves, people! Health is the most important thing, just about.
  2. 3ickeyC
    3ickeyC
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    Thanks for the separate items !
    Endorsed !
  3. xXBumbus69Xx
    xXBumbus69Xx
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    So will this split up the item if i already have it in my inventory or is it meant to be downloaded before i get the suit?
  4. michael396
    michael396
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    I would like to make a series of stand-alone retextures (one for each major faction, and a couple from NV factions), and would like to ask if I may use this as a starting point.

    Please PM me if you have any questions or comments

    Thanks,
    Baryonyx396
    1. skyrimlu
      skyrimlu
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      Baryonyx396 go ahead and feel free to use it.
  5. jaspb01
    jaspb01
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    • 7 kudos
    Now if only the suit would allow us to walk underwater and use guns. The potential was there Bethesda, the potential was there.
  6. Ethreon
    Ethreon
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    • 620 kudos
    The BATNIPS are back!
    1. skyrimlu
      skyrimlu
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      Batnips??? What do you mean? ... not in my dictionary (I am Portuguese)...
    2. Ethreon
      Ethreon
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      It's a joke reference to this
      cause of this. Just a joke, mind you
    3. skyrimlu
      skyrimlu
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      I see...LOL,


      I had to cut part of the helmet screenshots to avoid the mod going into the adult categories of the NEXUS and now you found that...