Replace PA used by named Gunners with the armoured version of this exoskeleton There are other, better mods that do more interesting things with the named Gunners and their outfits.
Expand this functionality to CROSS Cybernetics, as a separate mod
Merge armoured and hazmat variants into direct upgrades to the frame itself, rather than standalone pieces
Improve appearance of Planetary Excursion Suit
UPDATE 1.5
This update is primarily a quality-of-life update to target some long-lasting issues users have reported, and address common requests. I still have plans to further work with this project, including revisiting the visuals of the older sets, but for now, I'm prioritising the stability and general functionality of this mod as is.
Changes/New Stuff:
The gear slot for the Talos II Exoskeleton Frame has been changed to 56 and can now be worn with any combination of armour pieces occupying the vanilla armour slots.
An optional file has been provided which provides a very light set of mesh edits to the vanilla combat armour (removing the water canteen on the back), allowing them to be worn with the Talos II Exoskeleton Frame without clipping. These can be used with or without the rest of this mod.
Every model of the Talos II now uses the T45 chest piece ground model when dropped. It's admittedly super janky, and one of the first things I plan on improving with the next update, but now the models no longer will clip through the ground endlessly upon being dropped and can be picked back up again.
An optional ESP-FE has been provided which reverts the custom footstep profile used by this mod to the vanilla power armour footstep profile. This allows full compatibility with any other mods that replace or alter the vanilla PA footsteps.
Certain users appeared to be having issues with the sets appearing invisible, which I was able in certain cases to isolate to BInvalidateOlderFiles=1 not being set properly in the config INI, meaning the meshes were not being loaded in. All of the meshes, materials, and textures have now been packed into a BA2s to ensure this does not happen for this reason.
The left arm brace of the Talos II Exoskeleton Frame has been cut down to eliminate clipping with the vanilla Pip-Boy (or a model replacer for it such as the Mk VI).
For those who either use a Pip-Pad-esque mod or just don't care about clipping, an optional file has been provided reverting the above change to extend the left arm brace down the full length of the arm like it was in previous versions.
The "TALOS II Exoskeleton Frame" has been renamed to the "TALOS II Exoskeleton".
The "TALOS II Exoskeleton" has been renamed to the "TALOS II Armored Exoskeleton".
The Planetary Excursion Suit now has been granted the unique 98% radiation-blocking effect of the vanilla Hazmat Suit on top of the base 1000 Radiation Resistance.
All of the suits have had their stats modified to display more consistent values between actual gameplay and in-game display, and to bring them more in line with their approximate vanilla counterparts.
The Armored Exoskeleton, Marine Assault Exoskeleton, and Planetary Excursion Suits now all come with object modifications pre-built into them upon construction. They can still be modified as normal.
New stuff:
The Marine Assault Exoskeleton can be crafted from the full Marine Armor set from Far Harbor, an existing TALOS II Exoskeleton, and a bunch of components. It requires Armorer 3 and Science! 2. Its stats have been set to just slightly higher than the full vanilla Marine Armor set.
The Active Skeleton modifier is a Legs modifier that grants a 25% movement speed boost.
Optional Module:
I've introduced an optional module, based on TheCrawlingDark's Exoskeletons Replace Power Armor at Fallout 4 Nexus - Mods and community (nexusmods.com), that adds the exoskeleton in modified form to the various factions. While that mod aims to completely replace power armour altogether throughout the game, my modification takes a bit of a lighter touch and maintains the existence of the vanilla power armour, while attempting to integrate the skeleton alongside it.
The exoskeleton is distributed amongst higher-level Gunners, Raiders, and more broadly, BoS soldiers.
Lower-ranking BoS soldiers will use the unarmoured exoskeleton, while higher-ranking ones will use the armoured one.
All Legendary Gunners will use the unarmoured exoskeleton.
No bosses or named NPCs have been touched, as I believe other mods specifically targeting faction leaders and named characters have done a better job introducing unique variants of power armour for those bosses. Eventually, I may make custom mesh edits for named characters and bosses, with lootable blueprints allowing players to craft their own versions.
Exoskeletons cannot be looted off of enemy corpses, the same way that power armour frames cannot be looted off of corpses in the vanilla game. This was an intentional design choice to bring the frames in line with their vanilla equivalent, and to prevent the player from amassing too much higher-level gear (or selling them off for caps) too quickly. Eventually, my plan is to introduce salvageable components to the levelled lists of enemies with exoskeleton frames. The idea behind this is to allow the player to be able to still gradually work towards building their own suits, without giving them a full frame outright. I'd like to tie this to the Scrapper perk in order to add some further utility to that.
My modification fixes the bug present in TheCrawlingDark's original version that prevents the suit from appearing on the player. The appearance and performance of the NPC versions (which cannot be used or looted by the player) is entirely separate from the player-built suits.
ESP flagged as ESL. Will not count towards total plugin limit.
UPDATE 1.3
This update adds a number of cosmetic improvements to the exoskeleton frame, and fixes a few audio-related bugs which caused the normal power armour sound profile to play instead of the custom sound profile.
Footstep audio has been lowered about 25 to 50%, and significantly lowered for NPCs.
Spine extension added to base frame (see image below), courtesy of gabgone. NOTE: The spine arm connectors do not connect properly to the arms on the male model. This is a limitation of the mesh itself.
Improved mesh for male model, should solve clipping issues.
Helmet has been fully integrated into the Planetary Excursion Suit, and is no longer available as a separate object.
This update adds a unique footstep profile to the exoskeletons (all three variants), using audio made for STALKER Anomaly ported to Fallout 4 by MrLameGaming. You can find the original mod they made here: S.T.A.L.K.E.R. EXO POWER ARMOR FOOTSTEP REPLACER at Fallout 4 Nexus - Mods and community (nexusmods.com). Power armour footsteps, either vanilla or modified using mods like Power Armor Movement Sounds, are no longer affected.
MrLameGaming's replacer is no longer necessary, but you should still head over to that page and give it an endorsement because without it I most certainly would not have done that work on my own.
UPDATE 1.1
This update changes the texture on the Planetary Excursion Suit to use the Nuka World space suit's silver-grey material instead of the default hazmat. Nuka World is now required.
Also adds in the TALOS II Exoskeleton Frame. See description for details.
Anybody every run into an issue where all of a sudden you don't see the suits in the utilities in the crafting bench? They were in utilities and now they're not.
Is there an id for the basic suit I could spawn in with a console command?
I figured out what my issue was im just retarded. But still wondering if there is a command I corks may spawn one in. That would be pretty sweet
How can I get this mod to satisfy requirements for other mods like nova's anti tank rifle mod that breaks your arm if you don't use PA? So far that mod thinks I'm not wearing PA while using an exo skeleton. I've tried my own xedit fiddling but no success. Also that power bow mod from neheer was meant for PA users but I think it would be good with exo too if these mods would just get along with your mod.
Cant seem to find it in the utility section, I'm not sure if this is a bug. Is there a way to spawn it in or make it appear in the chemistry table again?
Edit: Got it to appear, game now crashes when I get hit wearing it.
292 comments
Replace PA used by named Gunners with the armoured version of this exoskeletonThere are other, better mods that do more interesting things with the named Gunners and their outfits.Institute variant for CoursersI recommend using Institute EXO Suit at Fallout 4 Nexus - Mods and community (nexusmods.com) instead.UPDATE 1.5
This update is primarily a quality-of-life update to target some long-lasting issues users have reported, and address common requests. I still have plans to further work with this project, including revisiting the visuals of the older sets, but for now, I'm prioritising the stability and general functionality of this mod as is.
Changes/New Stuff:
PREVIOUS UPDATES
UPDATE 1.4
This update adds the craftable TALOS II Marine Assault Exoskeleton, the Active Skeleton modifier for the legs, and an optional module adapted from Exoskeletons Replace Power Armor at Fallout 4 Nexus - Mods and community (nexusmods.com) that brings the exoskeleton to the various inhabitants and factions of the wasteland.
Changes:
New stuff:
Optional Module:
I've introduced an optional module, based on TheCrawlingDark's Exoskeletons Replace Power Armor at Fallout 4 Nexus - Mods and community (nexusmods.com), that adds the exoskeleton in modified form to the various factions. While that mod aims to completely replace power armour altogether throughout the game, my modification takes a bit of a lighter touch and maintains the existence of the vanilla power armour, while attempting to integrate the skeleton alongside it.
UPDATE 1.3
This update adds a number of cosmetic improvements to the exoskeleton frame, and fixes a few audio-related bugs which caused the normal power armour sound profile to play instead of the custom sound profile.
UPDATE 1.2
This update adds a unique footstep profile to the exoskeletons (all three variants), using audio made for STALKER Anomaly ported to Fallout 4 by MrLameGaming. You can find the original mod they made here: S.T.A.L.K.E.R. EXO POWER ARMOR FOOTSTEP REPLACER at Fallout 4 Nexus - Mods and community (nexusmods.com). Power armour footsteps, either vanilla or modified using mods like Power Armor Movement Sounds, are no longer affected.
MrLameGaming's replacer is no longer necessary, but you should still head over to that page and give it an endorsement because without it I most certainly would not have done that work on my own.
UPDATE 1.1
This update changes the texture on the Planetary Excursion Suit to use the Nuka World space suit's silver-grey material instead of the default hazmat. Nuka World is now required.
Also adds in the TALOS II Exoskeleton Frame. See description for details.
Is there an id for the basic suit I could spawn in with a console command?
I figured out what my issue was im just retarded. But still wondering if there is a command I corks may spawn one in. That would be pretty sweet
Edit: Got it to appear, game now crashes when I get hit wearing it.
Edit: Nevermind, I didn't realize you put the Redux version of the armor in Utility section. I thought you would just replace the original.
Also is bugged only work in third person...
Or someone tell me how to disable these effect.