Fallout 4

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KurA

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kuramanga

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60 comments

  1. cmaniac122
    cmaniac122
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    The Katana belt is so big that it'd put cloud's sword to shame.

    This is clearly a bug, since it wasn't like this before.
  2. hamletsdead
    hamletsdead
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    The katana link listed in the requirements links to the Skyrim page for Insanity's katana (from 2012). Is that the correct version we need, or should we be using the FO4 version (from 2015)? I assume the latter, but any clarification would be greatly appreciated.

    Edit:  Use the FO4 version.
    1. zenkaves55
      zenkaves55
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      do you mean download it on this page or do i have to download the skyrim version?
  3. dragonXnekyn
    dragonXnekyn
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    thats a fine blade you have ! 

    btw i use the ncr ranger outfit mod and i tried used the "wearable" belt and blades, but the outfit dequip when...
    i dunno how exactly thats work but what armor mod can be use with it ?
  4. villish
    villish
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    Hi, there. Not sure if this mod is still supported. Followed your instructions to the letter, your mod loaded after insanity, used MO2 to install (could be the problem?). I equip the katana, you belt and then the hip weapon as instructed. Yet when I link your belt on both the katana and the tanto, the insanity weapons still show. Can't make them vanish. Do you have a tip or help? Thank you.

    EDIT:  Classic Holster Weapons forced the Katana to appear.  As soon I turned that off, it worked flawlessly.  I'm sure that I can tinker with CHW to make that change as well. 
  5. Maslekk
    Maslekk
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    Any way to get this to work with a male body?
  6. ThisIsTheBane
    ThisIsTheBane
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    Hello dear friend :'( am so really sad... because this beautiful work is not on Bethesda xbox mod please really please you can put it on that am a big lover of samurai culture I need your incredible mod please really if you make that you my hero :'(
  7. JesusBuckland
    JesusBuckland
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    I love you. I just spent like 4 hours trying to learn to edit the scabbard in the original mod so it sits on the hip... Having only just figured out which of the 5 programs I already downloaded would even edit the right attributes, THERE IT IS! All the work and frustration and, in all likelihood, failure on my part, negated.

    Thank you. All hail the glorious modding community of the nexus!
  8. mdlr6229
    mdlr6229
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    (Disclosure: Relatively new to modding) Love the look of these items in game! I gave it a go regardless knowing i am using a male character w/Body Talk but built NPCs w/CBBE. Could this be why i can't get the items visible on my character? And if so would you ever consider adding support for Body Talk?
    Thanks!
  9. PanicAtTheBanyo
    PanicAtTheBanyo
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    Do you take requests? Do you mind if you also build a Tsuki No Hana version with the Katana and Sheathe Along with the tanto in that particular area. I can't seem to open CK at this point.
    1. haribooooo
      haribooooo
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      I've actually been working on that.
    2. PanicAtTheBanyo
      PanicAtTheBanyo
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      Whoa that was fast and awesome. Might be too early but can I ask what slot are you going to put it? So I might be able to avoid slot conflict. TNH has been conflicting with Pip-Pad lately. Even if applying the slot options in the pip-pad holotape. Thanks
    3. haribooooo
      haribooooo
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      It'll be the same slot layout as this mod, 56, 57 and 58. Might take up some pre-56 slots 'cos I've been working on a version that has all three swords from Tsuki No Hana. Pip-Boy is supposed to be slot 61 so as long as pid-pad uses that slot then it should work with zero conflicts. I'll be sure to take a look at the pip-pad mod and see what slot it uses.
    4. PanicAtTheBanyo
      PanicAtTheBanyo
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      Yap thanks. Power!
    5. PanicAtTheBanyo
      PanicAtTheBanyo
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      Whatever happened to this? I just came back to FO4
  10. fsbof
    fsbof
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    Should anyone be interested in wearing the belt along with visible sidearms e.g. from visible weapons: you can just switch it to another apparel slot with fo4edit. I only managed to make it work on slot 61 for offhand items, so it will swap out visible hip holsters, since they're assigned to the same slot, but it works with the gun models themselves.