Fallout 4

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DizzasterJuice

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DizzasterJuice

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  1. DizzasterJuice
    DizzasterJuice
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    Attention humans and all other non-android types!
    ARES Appleseed is now available!


    Armor Location - In the cave behind Red Rocket.

    ARES Androids will be finished... eventually. I'll keep you posted on the progress.

    Ousnius did an awesome job on the BodySlide support!
    It's now in the file section.

    I got a little clipping in the arms and legs but adding some "chubby" to the arms and legs of the armor only fixed it.
  2. DizzasterJuice
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    If for some reason you want to add the armors by command code, here's the form ID's.
    player.additem (form ID) - replace the first 01 with your load order.
  3. MistressWolf
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    Would love to see a Fusion Girl conversion of this!!!
  4. thejiffiness
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    Get the true wasteland body conversion here! https://www.nexusmods.com/fallout4/mods/44580
  5. privateer3
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    Under which Red Rocket in a game with several? Ah, first RR you run into after coming out of the vault. The item id for console instructions fail. Even looking up the exact load order number of the mod. It would have been much better to either make it something you craft, or the result of a quest. I got my Hellfire PA from a short quest (well, I was high enough level to make it short), and a number of other items that way.

    Also, the naming of the items after crafting to add armor slots (weave, MLM, etc.) is wonky. I got a "(Combat) of Cloaking" type of name, while most (all) my armor mods (and vanilla crafts) maintain some semblance of the their original name. And I didn't get a hood in the dufflebag and since I can't additem I don't have one.

    The armor itself is very nice, and easy to conform with Outfit Studio. I'd like to echo the request of a lot of folks below, and ask the boots move from the underarmor to the combat outer armor. Either let us use separate shoes/heels with the underarmor or include slippers or something with the underarmor.
  6. Babydoll127
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    In xbox, I noticed that this mod turned esp. Why it got removed? Someone got a permission to port this.
  7. kazuya246
    kazuya246
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    Endorsed hard. One of the few over armors for females that is aesthetic and badass/strong looking. Also the under armor is gorgeous. Its a shame the author doesn't update anymore. We would have loved to see the white camo version and maybe a few other colours.
  8. brammcnasty
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    Hello there Mr Juice, lovely armour you crafted there. Would you mind me uploading a vanilla conversion?
  9. sexxyNexxy
    sexxyNexxy
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    where do you get that pink dress or the sandals in your second last picture?
  10. robotized
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    When the armor is upgraded with Lining, it's name changes to Combat. That makes things a bit confusing. You should remove dn_armor_Combat from the keywords. Also add instance naming for the underarmor, like dn_Clothes or dn_VaultSuit. Val's Item Sorting has edits to instance naming. If users have VIS installed, misc mods will appear in brackets after the item's name. I would like to add a few more suggestions:
    1. Make AWKCR and Armorsmith Extended a requirement.
    2. Make all pieces craftable at Armorsmit Workbench for material and level/perk requirements.
    3. If dark and camo meshes are the same, you can reduce Armor/Armor Addon entries in the esp and just add color swap options at the workbench.
    4. I don't know if this will make it somewhat unbalanced, but you can add to the armor both Add-On and Lining mods from Armorsmith Extended(in place of current vanilla armor torso lining). If you ever go this route, change instance naming to dn_Clothes. With VIS it will show properly misc mod names. Some mod names overlap/override other when naming rule is dn_CommonArmor.

    And last, but not least... Cool mod, thank you :)
    1. robotized
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      Many people want the boots on the armor instead of the underarmor. Its pretty easy to do with some Outfit Studio knowledge. I'm gonna write some instructions if someone feels courageous enough to try it for themselves ;) .

      Open project for ARES underarmor. Select the boots from meshes tab, then use increase tool on the boots to remove any clipping. When done, delete every mesh except the boots and export them to a NIF. Unload project.

      Open project for the underarmor again. Delete the boots from meshes. Use increase mesh volume tool on the underarmor to remove some clipping with the body just below the knees, where the boots were covering. Import from NIF a CBBE body. It can be regular body or even reduced body. Use masking tool to mask the legs up until the knee caps, make sure the pants cover some of the masking. Go to Shape->Delete vertices to delete the rest of the body. Select the imported body(of which only the legs are left) from meshes and go to Sliders->Conform selected. Save project as. Give it a different display name and press To Project, leave output name/path the same. Unload Project.
      *Explanation: Since zap slider is used, the legs part below the knees and also parts of the body behind clothing are zapped, invisible ingame. That's why you add legs, otherwise you'll have to do zapping. And current zapping is very well done to avoid clipping issues from the body. This seems to be the easier route.

      Open project for the armor. Import from NIF the boots. Load a CBBE reference body. Select the boots from meshes. Slider->Conform selected. Delete reference body from meshes tab. Save project as. Same procedure as before. And you are done.

      Conform your new projects to a preset and build them in BodySlide.
  11. darkheady
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    hi im having some trouble getting the Ares Tsunami mod to work love the look of it hope you can tell me where im going wrong please I load it in to game with Mod Organizer and its not ther in game please help
  12. 1Genezis
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    Excellent work, she feels a living soul, Thank you for your work and I wish good luck to you (forgive me my bad English I am from Russia).
    Video: https://youtu.be/bwTybXin1Bw