spncryn added many features and you may want to check it out ;)
*** V2.2 is OUT*** 22/11/2020
Updates
- removed big pipes on arm, no way to animate better than 2.1... changed with smaller pipes on shoulders, animations are better, imho - arms redone and re-weighted for better animations, now they behave as if they were connected, as it is supposed to be, in all animations, from cooking and crafting to combat - fixed some clipping, btw being an armor addon you may eventually face some clipping issues.
OVERWRITE ALL FILES IN data\mesh\armor\talos folder.
****ATTENTION****
V 2.2 HOTFIX IS REQUIRED Download V 2.0, then overwrite ALL meshes. Fixed constant 3rd person CTD when hit.
You can set the footsteps found from geck, setting it to synth or powerarmor. I felt power armor too heavy, and synth too boring, because it's the very same on all terrain, and I kinda remember issues when sprinting but i'm not sure. A total new footstep set should be created. If you're still interested open geck open talos mod go to armor addon look for footstep select one from the list save the ESP
im really liking how your mod looks and works, ive seen some videos on it, and im kind of scared, im going to do that fix that the mod needs, and i dont really know a lot about zip files and stuff like this, but ill try my best so i can be able to play this awesome mod
So um, i was looking to add new mods for my mod gameplay until i found this mod on youtube, i download it and, as it says in the desc, i can make it in the chem station under utility, that's where my problem comes in. The exoskeleton doesn't show up. Do i need to do a new save for it to work or is it some mod that is interupting with the exoskeleton mod itself?
Hi. It's strange, honestly I don't knowhow a mod would conflict with this since every istance is new and dedicated.
Temporary fix: If you enabe console, digit "help talos 4 armo", you should see a list of every armor with "talos" in the name. Now, digit "player.additem xxxxxxxx" and replace the "x" witht the codes you see.
BTW, it shouldn't be under "utility" but in a menu called "Talos Exoskeleton", always wit che chemistry station
Hi, thanks for the mod. Sorry for my English. Using your mod and MGS Haven Trooper is very cool! But I didn't like the mod from spncryn purely because of the sounds. Thanks again!Английский
Gotta say I'm loving the mod, found it yesterday when I started just downloading random mods to test them out and now I wanna do a exo suit and future guns overhaul playthrough. I have a couple suggestions for possible future additions though
1. LL integration? Would be great to see high level gunners/raiders/ Institute enemies sporting these. I would say not in the BOS cause then it would negate the point of them being a power armor centric faction, unless it ties into power armor
2. Customizable pouch set ups. Like the option for built in gloves, different plate carrier and exo colors, make the body armor modular with different accessories set options, like maybe everything from a bare vest to pouches holding grenades, machine gun drums, some rockets on the back in a bag, or one of those belt fed machine gun bags that holds the belts of ammo. Then in the flip side have customization to how the frame looks with a raider version looking like it came from a Power armor frame mixed with welded on pipes and sheets of metal for the front and back armor, the institute having a very sleek and minimal design with instead of a normal plate carrier it's a solid chest piece with built in pouches, then gunners having what it looks like now but slightly different, while the standard suit is what you find in the commonwealth and in generically used by all factions
3. Enhancements. I'd say try to make original upgrades instead of power armor ones, like one that makes to move at a normal speed with heavy weapons, one with enhanced movement and jumping ability but negates like 80-90% fall damage, but then have cool ones like you can shock stun an enemy with a melee once every 30 seconds or poison/cause bleeding with unarmed melee strikes, or one that can deploy smoke or a radiation cloud using an aid item trigger. Then some power armor enhancement mods, like if you're wearing it while in power armor you can have a mod that extended the duration of fusion cells or strengthens armor pieces or keeps then from breaking entirely, or has emergency power for your power armor if it runs out you get a cores worth of power through it being added as an aid item then used when Powe armor is shutting down from being drained and it wears off like if it was a drug
4. More compatability with other armor mods. Right now I'm wearing it with the Cross manhunter armor and EVA helmet and it's the coolest looking s#*! ever but I was sad it didn't work with the NCR Veteran ranger armor when I could stick combat armor on it when not upgraded. I'd say maybe experiment with a Talos III exoskeleton that is designed to fit a cookie cutter form for other armor mods that are bulkier than the vanilla combat uniform
I'm really digging the mod and like I said I'm planning an exo skeleton themed playthrough using this and the Cross cybernetics mod in conjuction but I wanted to just throw some ideas at yeah. I was hoping it could branch off into being distinctly different from the cybernetics mod but also being just as in depth to add to the modularity, and also compatible as in you can wear just the legs of your mod while wearing the arms of cybernetics to get the best of both worlds
I'm not improving this mod ATM, but, for your point 4, you can do thiswith Creation Kit or Fallout Edit anytime! Every "Armor" uses some slots and when two armor are using the same, they "override" each other, meaning that one will be worn and the other goes back into inventory. Load in FO4Edit both NCR veteran mod and this one, look which slots are gonna be used and remove the slots taken by NCR armor from talos armor, and there you are ;)
Hi I downloaded the exo skeleton on xbox and it says I’m missing a file that’s not present and I have the far harbor dlc idk what other file I need to have because it doesn’t tell me
73 comments
Since many user asked for similars add-on, I redirect you here:
https://www.nexusmods.com/fallout4/mods/62003?tab=description
spncryn added many features and you may want to check it out ;)
*** V2.2 is OUT*** 22/11/2020
Updates
- removed big pipes on arm, no way to animate better than 2.1... changed with smaller pipes on shoulders, animations are better, imho
- arms redone and re-weighted for better animations, now they behave as if they
were connected, as it is supposed to be, in all animations, from
cooking and crafting to combat
- fixed some clipping, btw being an armor addon you may eventually face some clipping issues.
OVERWRITE ALL FILES IN data\mesh\armor\talos folder.
****ATTENTION****
V 2.2 HOTFIX IS REQUIRED
Download V 2.0, then overwrite ALL meshes.
Fixed constant 3rd person CTD when hit.
I felt power armor too heavy, and synth too boring, because it's the very same on all terrain, and I kinda remember issues when sprinting but i'm not sure. A total new footstep set should be created.
If you're still interested
open geck
open talos mod
go to armor addon
look for footstep
select one from the list
save the ESP
PS *always* make a .esp backup
btw the fix is pretty easy. A new folder is created by the fisrt installation inside "meshes\Armor\TalosExo\talos_II".
Take the meshes from the fix and override everything!
https://www.nexusmods.com/fallout4/mods/62003?tab=images
the link is on the main page of this mod ;)
Temporary fix: If you enabe console, digit "help talos 4 armo", you should see a list of every armor with "talos" in the name.
Now, digit "player.additem xxxxxxxx" and replace the "x" witht the codes you see.
BTW, it shouldn't be under "utility" but in a menu called "Talos Exoskeleton", always wit che chemistry station
Using your mod and MGS Haven Trooper is very cool!
But I didn't like the mod from spncryn purely because of the sounds.
Thanks again!Английский
help talos 4 armo
in the console, the digit
player.additem xxxxxxxx
where xxxxxxxx is the code you read in the console list ;)
BTW, you can craft it in the chemical workshop
1. LL integration? Would be great to see high level gunners/raiders/ Institute enemies sporting these. I would say not in the BOS cause then it would negate the point of them being a power armor centric faction, unless it ties into power armor
2. Customizable pouch set ups. Like the option for built in gloves, different plate carrier and exo colors, make the body armor modular with different accessories set options, like maybe everything from a bare vest to pouches holding grenades, machine gun drums, some rockets on the back in a bag, or one of those belt fed machine gun bags that holds the belts of ammo. Then in the flip side have customization to how the frame looks with a raider version looking like it came from a Power armor frame mixed with welded on pipes and sheets of metal for the front and back armor, the institute having a very sleek and minimal design with instead of a normal plate carrier it's a solid chest piece with built in pouches, then gunners having what it looks like now but slightly different, while the standard suit is what you find in the commonwealth and in generically used by all factions
3. Enhancements. I'd say try to make original upgrades instead of power armor ones, like one that makes to move at a normal speed with heavy weapons, one with enhanced movement and jumping ability but negates like 80-90% fall damage, but then have cool ones like you can shock stun an enemy with a melee once every 30 seconds or poison/cause bleeding with unarmed melee strikes, or one that can deploy smoke or a radiation cloud using an aid item trigger. Then some power armor enhancement mods, like if you're wearing it while in power armor you can have a mod that extended the duration of fusion cells or strengthens armor pieces or keeps then from breaking entirely, or has emergency power for your power armor if it runs out you get a cores worth of power through it being added as an aid item then used when Powe armor is shutting down from being drained and it wears off like if it was a drug
4. More compatability with other armor mods. Right now I'm wearing it with the Cross manhunter armor and EVA helmet and it's the coolest looking s#*! ever but I was sad it didn't work with the NCR Veteran ranger armor when I could stick combat armor on it when not upgraded. I'd say maybe experiment with a Talos III exoskeleton that is designed to fit a cookie cutter form for other armor mods that are bulkier than the vanilla combat uniform
I'm really digging the mod and like I said I'm planning an exo skeleton themed playthrough using this and the Cross cybernetics mod in conjuction but I wanted to just throw some ideas at yeah. I was hoping it could branch off into being distinctly different from the cybernetics mod but also being just as in depth to add to the modularity, and also compatible as in you can wear just the legs of your mod while wearing the arms of cybernetics to get the best of both worlds