Yes, this is the actual vanilla Skin asset from the game that I tweaked to make this Mod, it is not a Copy of it (which is how it actually works with the texture swaps).
I consider this to be a Framework of sorts as well, as I know that there is a lot more that can be done with it to both improve it and expand the customization possibilities even farther. I encourage any modders out there that has an interest to please alter this as much as you want for your own wants and needs and see what you can get to work. If you decide to upload an of your creations please only do so on NexusMods and give me credit for the original concept.
This might work on more than just the CBBE Body Type right from download, but I do not know myself as I do not use any other body types. If the textures for these body types are not along the lines of "FemaleBody_d.dds" then you will have to rename them to get this to work.
I hope that you like it and get some good use from it, because more customization is always a good thing.
This is really interesting concept. I could see a lot of things you can do with it if you develop it into a framework type project. Change up Tattoo's and other body art on the fly?
curious.... how is there a 255 mod limit on a 64bit game? the original skyrim and fallout NV were 32bit, and had limitations to 255. ive met a few people with over 750 mods on fallout 4, without any extensive modding.
255 are plugin limit not mod limit, mods are everything that alters the game which can be textures, meshes and all other change to assets. the pluginlimit are engine limit but they changed that with CC (motivated to do so to earn more cash) by using esl extention. Ofcourse there are way around this as always, since you can merge plugins with eachother so that will allow more changes, but are easier to create conflicts since you need to keep track of what you have merge and what it does to avoid them.
I don't think it works with Unique Player, I am not sure though as I do not use Unique Player myself. This is sort of here as a Unique Player work around of sorts... and will work with a lot of modular armor and clothing mods (except for the parts with the Body Slot).
Nope, there is no need to start a new Game as I now have 21 ESLs active in my Current Game. If you change an Existing ESP to ESL and Activate it, any assets from the ESP will be gone and you will need to Find-Create Them again but that is all.
I am glad that you like it... but how could you not find the Giddyup Unicorn Helmet amazing also! I, and all the Unicorns everywhere, are horribly offended! No Rainbow Vomit for you!
Spoiler:
Show
Just Kidding!
I will look into the ESL Issue tomorrow when I am on my gaming laptop again. So it is just not being able to see it at the Chem Station? Have you tried to get it into the game via console commands... or does that not work with ESL files (haven't tried)? Anyway, sorry about the issue and I will try to fix it tomorrow.
The Giddyup Unicorn Helmet was Cute, but just as with the Ero Selene, I don't use ANY helmets that cover the Face of my Beautiful Angels! Now if you could make a Unicorn Horn Sprout from the middle of my Angel's Forehead, That would be Awesome! lol As for trying commands, I didn't attempt that. When the Skin Catagory in the Chem Station did not show In-Game with the ESL, I just De-Activated it and Activated the ESP and Poof there was the Menu.
I did some more testing and even when I recreate the ESL from the known working ESP the Skin Menu does not appear in the Chem Workbench, Something in the Conversion process is breaking its integration into the Workbench. So for now at least the ESL version is not useful.
Hello Derpsdule Great Mod absolutely love it, and is their any way add 5 custom head folders to go with the custom body and hand folders? For mods that have a custom head texture as well as a custom body and hands texture such as Squeaker40's mod Snakes Why did it have to be Snakes mod.
I do consider this a Framework of sorts as there are many ways that this can grow and improve. Head Parts do not count as Armor within the game so this would be tricky to pull off using the method that I did with this mod. I have tried to force things that are normally not supposed to be something before into that something that I wanted them to be in game. To say that it didn't work well would be an understatement as I typically got horrifying results that would better fit into a Silent Hill game if my game didn't crash when I loaded it.
That said it isn't impossible, but might take a bit of time to get down right. I have some ideas, but if you are at all familiar with FO4Edit or the CK I encourage you to try just back up the ESP/ESL File before hand so in case you crash the game you can also go back.
Derpsdale I understand. That said have you considered doing a companion mod for the head that uses the mask or helmet slot like you did for the body. I would but being an old fart I seriously lack the mad skills needed to create such a mod or any mod for that matter.
I can try something like this later on for the head stuff, but success is not guaranteed.
Also, I have already been called ancient by High School Seniors... it makes me sad (and feel old) that The Legend of Zelda: Ocarina of Time was released, and I beat it, on N64 before most of them were even born. *sigh*
Derpsdule don't feel sad I have been called prehistoric by high School seniors, and I still remember when pong first came out so ya i am a extreamly old fart.
I've been using the Unique Player mod (although I also forget I'm using it and then wonder why this new skin mod I installed does not seem to change my looks :P )... I am guessing it would be a relatively simple matter to move the Custom folders to the Unique Player directory? Or would that break this mod's functionality?
Another consideration... could I ~drop~ Unique Player entirely and install one skin mod that everyone will use and then use this mod to create a ~different~ skin, using a different skin mod, for MY character (or, presumably?, for any character I made wear one of the newly created Skins?)
44 comments
I consider this to be a Framework of sorts as well, as I know that there is a lot more that can be done with it to both improve it and expand the customization possibilities even farther. I encourage any modders out there that has an interest to please alter this as much as you want for your own wants and needs and see what you can get to work. If you decide to upload an of your creations please only do so on NexusMods and give me credit for the original concept.
This might work on more than just the CBBE Body Type right from download, but I do not know myself as I do not use any other body types. If the textures for these body types are not along the lines of "FemaleBody_d.dds" then you will have to rename them to get this to work.
I hope that you like it and get some good use from it, because more customization is always a good thing.
Change up Tattoo's and other body art on the fly?
A realistic one... luckily this is a video game.
ive met a few people with over 750 mods on fallout 4, without any extensive modding.
or just one weave for the skin?
good work btw :)
Update: The ESP version is working fine! but for some reason, the ESL Version does not add the SKIN Catagory to my Chem Workbench Menu
I wrote a Guide to ESL Files here:
https://www.nexusmods.com/fallout4/mods/27644/?
I will look into the ESL Issue tomorrow when I am on my gaming laptop again. So it is just not being able to see it at the Chem Station? Have you tried to get it into the game via console commands... or does that not work with ESL files (haven't tried)? Anyway, sorry about the issue and I will try to fix it tomorrow.
lol
As for trying commands, I didn't attempt that. When the Skin Catagory in the Chem Station did not show In-Game with the ESL, I just De-Activated it and Activated the ESP and Poof there was the Menu.
I do consider this a Framework of sorts as there are many ways that this can grow and improve. Head Parts do not count as Armor within the game so this would be tricky to pull off using the method that I did with this mod. I have tried to force things that are normally not supposed to be something before into that something that I wanted them to be in game. To say that it didn't work well would be an understatement as I typically got horrifying results that would better fit into a Silent Hill game if my game didn't crash when I loaded it.
That said it isn't impossible, but might take a bit of time to get down right. I have some ideas, but if you are at all familiar with FO4Edit or the CK I encourage you to try just back up the ESP/ESL File before hand so in case you crash the game you can also go back.
Glad that you like it .
Also, I have already been called ancient by High School Seniors... it makes me sad (and feel old) that The Legend of Zelda: Ocarina of Time was released, and I beat it, on N64 before most of them were even born. *sigh*
Another consideration... could I ~drop~ Unique Player entirely and install one skin mod that everyone will use and then use this mod to create a ~different~ skin, using a different skin mod, for MY character (or, presumably?, for any character I made wear one of the newly created Skins?)
As for your Unique Player mod questions, I can't answer those accurately but you are always welcomed to try it out for yourself and see what works.