Fallout 4

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Kelcken

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  1. Kelcken
    Kelcken
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    Don't @ me about the file size on the new update. 

    I realize it's excessive, but it's what I wanted in my game.

    Let me know if you find any bugs, it's entirely likely there are some texture pathing issues.

    2.0 Known issues:
    Vauntlock torso has missing secondary texture (big pink collar). Hotfix available in the "Updates" section
  2. Chronicler700
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    dumb question, would this conflict with your older Mk V[B] mod? I ask cause I just finished redoing my mod list for my new run and I do like the older version of Mk V[B] helmet from Reach then what 343 did for Infinite
    1. Kelcken
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      Not a dumb question at all!

      This mod was built from the groun up, and should not conflict with the other at all (I ran both while this one was in development, and had no issues between the two)

      Glad you asked this, going to pin it!
  3. Kelcken
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    -Can you do bodyslide support?
    No. 
    -Can you add other stuff from Infinite?
    I may, I may not. 
    -More color options?
    Will likely have an optional update later down the road.
    -Faction paintjobs?
    Probably not
    -Faction replacer?
    No.
    -How do I install?
    use your mod manager, or if you manually install mods you won't be asking this question.
    -Does this work with x?
    This should be fully compatible with most other mods, I don't mess with any vanilla forms.
  4. Kynrasian
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    So, for some reason, I'm having the following problems. I've no idea if any of these are happening to anyone else, or how I got them to happen to me in the first place.

    1. Secondary colors aren't working.
    2. The crafting menu gets stuck on some items. I can modify the items, and even navigate the menu, I just can't go back to the main crafting menu.
    3. When I try to craft requisition kits with any in my inventory, it actually lowers the number of kits.
  5. CrazyValentine
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    Any chance for the overlay framework support? Its bugs have been fix on the nexus a long time ago.
  6. the9mm
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    Is there a way to make shield indicator like in Halo games?
    Also, i've edited shields from instant recharge to 1% energy per 0.01 second, removed additional resistance, looks way better.
  7. dragonslayer2k12
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    I'm trying to find mods that are visually compatible with this mod https://www.nexusmods.com/fallout4/mods/62003

    So far the only thing that fits well is one of the armors from the misrah armory mod. I was thinking about using your mod with this but it clips badly with any shoulder and lower arm armors from your mod. I adjusted the exo mod by changing the meshes for the upper arm things using another mesh from a similar mod not found on nexus. The result is it looks great by itself but clips a lot with just about everything, not that the original didn't clip either. I tried different body type options from your mod as well and it didn't really help much. Most of the clipping that is really undesirable is with the belt area of the exo mod. the author was working with vanilla assets so it looks kinda incomplete here and there. 

    For anyone trying to do the same thing as me, the only solution I can see is to edit the exo mod and make a copy of the exoskeleton item itself and delete the clipping bits around the belt, then let this mod fill in those areas so it looks like the exo part is bonded to the suit. That still leaves the shoulder and arm clipping issues though so I have no idea how to fix those.


    The boarding plate doesn't have a no knife option so if you select a knife you can't get rid of it later. Why do the tag items only have numbers after the first option? I want to spell something out on the armor.

    I found a way around your choices for knee pad slots and wrist armor slots. I set the wrists to use left or right under armor arm slots and the knee pads use left and right leg under armor slots so now your mod doesn't conflict with anything except tounn ucp45 mod.


    EDIT

    Oh I found another one of your mods the rakhasha armor howeverthatspelled works GREAT for the exo skeleton mod! Whats funny is the vanilla combat armor light arms and legs fit right in with that mod and don't clip with anything. The shotgun shell bracers from this mark v b armory mod don't clip with the skeleton either so between the two mods of yours I'm able to get something working with no clip. The boonie box addon from the other mod hides the front thing on the exo skeleton just fine too. Just thought I would drop this in here in case anyone else is trying to mash up stuff.
  8. RoundOut
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    Anyone figure out the visor always being black
    1. Kelcken
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      Do you have “Enhanced Blood Textures” installed? I’ve heard that can cause issues with custom cube maps. 
  9. Dukoth
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    so is the scripts file still needed with the new update?
    or the camo patch?
    1. Kelcken
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      Camo patch still needed if you want the camo, scripts still needed if you want the materials to be distributed to vendors
  10. Frostie212
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    So kind of a silly question but, why is this new version almost 10x the size of the old version? o.o V1.1 was only 1.5gb~ This one is over 10


    Edit, noticed the note towards the bottom of the change log. Is it possible to get a version of 2.0 without all the extra colors like 1.1 had, where it was an optional download?
  11. Bladewolf1000
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    Do you plan to add more stuff to the infinite armory mod?
    1. Kelcken
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      At some point, have some other projects slated first though!
    2. Bladewolf1000
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      Ok cool!
  12. CooperChurch669
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    Any plans to add items featured in the old Mark V(B) armory that aren't in this one? 
    1. Kelcken
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      Probably not, this one is fairly complete at this point, barring any new items released by 343 in Infinite for the Mark V[B] core
  13. Silgree
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    Another dumb question! I've just started playing FO4 again giving this mod a shot but my problem is doesn't matter what helmet I use or what color I choose for the visor it's always black. Any suggestions?
    1. Kelcken
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      Do you have the mod "Enhance Blood Textures" installed? I've heard that can cause issues with custom cubemaps, but I'm not 100% sure what the cause would be