Fallout 4

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  1. spncryn
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    UPDATE (1/1/2024): Apologies about my lack of responses this past year. I've been deeply troubled by personal events which have made it very difficult to focus on or even enjoy things; and more relevantly, I haven't touched Fallout 4 in almost a year at this point, but, especially now that I'm effectively unemployed, I've made a resolution to check back in on it in 2024 and update as many of my mods as  are relevant and within my ability to address long-standing issues, requests, and personal interests. It'll take me a little bit of time to get reacquainted with the precise details (as well as developments within the broader scene that may warrant some attention in regard to patches and add-ons and such), but fortunately I've been spending a lot of my time working with Skyrim lately, so it's not too much of a jump as far as the tools and general workflow go. This mod is currently my top priority.

    THINGS I'M CONSIDERING FOR FUTURE UPDATES

    • 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.
    • Institute variant for Coursers I recommend using Institute EXO Suit at Fallout 4 Nexus - Mods and community (nexusmods.com) instead.
    • 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 1.4

    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:

    • 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.




    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.
  2. TAN333
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    This is an amazing mod. I am curious in your next update you can consider adding in a Children of Atom skin for the marine exoskeleton, for us Rad-loving dumbo's.
  3. Phant0m5
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    There might be a balance issue with the Armored exoskeleton vs the Marine one. The armored exoskeleton with titanium plating has +600 defense while the heavier, significantly-harder-to-make Marine armor only gets up to 580. Combined with its already lower energy defense and significantly lower radiation protection, it feels like a strict downgrade in every stat. The only exception is if you want to use a different coating for some reason.

    Also, as an unrelated issue, the planetary excursion suit is calling for an armored TALOS as a component instead of the base frame, even though you lose most of its defense during the conversion.
    1. NebulaDaZorua
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      The Marine one I think is also bugged? For me it shows as 484 DR, but when I equip it, it drops to 162. The armoured one shows as 250, and correctly applies as such. (I have +20 DR from the Toughness perk in the video)




      Super weird
    2. spncryn
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      There's definitely a long-standing bug with the toughness rating, apparently the value displayed doesn't match the actual in-game value. I'm not really sure how to address it at the moment, but I will definitely take a look at the balancing soon. I've only recently been able to get back to revisiting modding FO4, so I've been spending some time catching back up on it.
  4. PernicketyJon
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    Hi Spncryn,

    the Exoskeleton and the Armoured Exoskeleton are works of art and an excellent addition to the game.

    The sound though is deafening me. I don't know if it is my hardware (ear-plugs running off a gaming laptop) but if I turn the sound down, I can't hear the normal voices, footsteps etc. The sound effects are good but, for me too loud. Is there a way to turn the sound of the mod down, or even off?

    I don't want to stop using the Exoskeletons because they are so useful and look so good!

    Thanks
    1. sRavenfyre
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      There are a couple mods that adjust the volume of power armors.

      Quieter: https://www.nexusmods.com/fallout4/mods/44222
      Silent: https://www.nexusmods.com/fallout4/mods/42951
    2. PernicketyJon
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      Thanks sRavenfyre. I'm going to have a look at them right... now! :)
    3. PernicketyJon
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      I tried the two mods but, unfortunately, they don't affect the sound of this armor. (They work very well with the regular Fallout 4 armor though.)

      Thanks for the suggestion though. I'm trying to learn some basic mechanics of how mods and this game work; maybe I'll find something.

      Cheers!
    4. spncryn
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      Sorry for the very late reply. I'll add optional files to significantly lower, and outright revert the custom footstep sounds here in the next update, which should hopefully be coming in the next few weeks. When I first implemented them, I wasn't as familiar with the way that FO4 handled sound effects, and truthfully my main goal was really just to implement it as a framework for other modders to be able to replace those sounds with custom sound profiles, without really any further considerations about the actual practical effect of the sounds themselves.
    5. PernicketyJon
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      Now it's my turn to apologize for the late reply!  I just saw the notification.

      No need for you to apologize... 'life' gets in the way of all other plans!  I'm impressed by your mod - form AND function - it looks great!  I'll keep an eye out if you update, but don't sweat it, I appreciate what you've done.

  5. viruskiller82
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    Hi! :)

    How can i set the jump height to normal?

    Thanks for the mod ;)

    Edit: WOOPS! sorry there is an option for that in the armor upgrades >_< sorry, btw any chance to lower the footsteps volumen? i think they are a bit load, anyway GREAT MOD!!!
  6. NexusModder07
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    Love the mod but two things 

    one PLEASE add (optional) compatibility for Armor and Weapon Keywords Community Resource (AWKCR) https://www.nexusmods.com/fallout4/mods/6091
    it would be a small QOL thing that everyone would LOVE i can guarantee it.

    and two the far harbor marine exo is bugged for me i dont know if this is a bug with the above AWKCR but EVERY OTHER exo works just fine
    so i don't know what's going on what im experiencing is the exo does not visually show itself in third person not on me or display stands
    and when i dropped it and now its A-Posing in the air i also tried to drop another set (one that so far has worked) and that to has A-Posed
    so don't know if you did the work to put in droppable item stuff (if you have not please do this really sucks and if you have--) so there is my bug problem

    AGAIN THIS MOD IS EPIC i would love to see its continuation

    EDIT: also dont know if this could have anything to do with it but i have heard it can screw with some mods
    i also use quick start me up REDUX (https://www.nexusmods.com/fallout4/mods/56984)
    1. PernicketyJon
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      Hi NexusModder07. Have you resolved your issues with this mod yet? I had the 'dropped-floating in the air thing' happen once - alarming - so I only did it once! I've also recently found the Marine armor version to be invisible on my character 3rd person view. (Not a huge issue as all variants look amazing on the followers!)

      Strange things indeed, but I know little about the mechanics of modding.
    2. NexusModder07
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      No and i cant go back to help see what if any this in that old mod list was possibly conflicting (because i have since deleted FO4 and that mod list) strange thing was all the other exos worked fine it was only the one that did not exist.
      I originally asked for an AWKCR patch because i could not wear my exo and any clothing or armor at the same time.
      If this mod still got that patch I would love to reinstall FO4 and see if that bug still occurs for me. 

    3. spncryn
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      Sorry about the very late reply. I'm not familiar enough with AWKCR to be able to know what exactly needs to go into patching something for it, but I'm willing to look into it, if only just to check for compatibility. That being said though, I don't think this was an AWKCR conflict from my admittedly very limited experience with it: other people have filed reports about various sets not appearing in third-person, so I think there's an issue on the mod's end itself that (hopefully) should be pretty straightforward to address. 

      As for the ground model A-posing upon being dropped, that's 100% on me. I didn't really pay attention to that part at all when I made this mod and just assigned it the actual armour model instead of a dedicated GND model, which is why it A-poses. I'll see what I can do to address it moving forward.
    4. NexusModder07
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      thank you SO MUCH as soon as I see an update for this mod i will see about reinstalling FO4 and try it again this mod was one on my favorites

      its primarily the droping on the ground and it A-posing and becoming uninteractible and some sets not appearing in third person thing that i thing is the big problem because you go through so much effort to get a set and if you accidently drop it you perma lose it

      as for AWKCR i would be sad if i never got a patch but i could live with it i just couldn't use and small cosmetic items or more clothing options
      im really just asking for an AWKCR patch so i can make the character look cooler and take cool screenshots
  7. Larcxous
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    This mod is really good, especially since it can be a substitute for power armor, and the best part is you can use executions, unlike in power armors. Really nice job mod author!!

    One suggestion though, can you make it so that the exoskeleton frame (renamed as Talos exoskeleton) can be used while wearing an armor? I tried brute forcing it by removing the biped body parts via FO4edit, and re-biped it to other parts but, turns out the exoskeleton was not visible at all... I really wanted to make it work so if you would be so kind to make it work, that would be so awesome.
    1. spncryn
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      Yeah, I think the last version I'd worked on prior to falling out of... well, Fallout 4 modding had addressed this issue. It'll hopefully be addressed in the next update, which should be within the next few weeks.
  8. SekiRyu0705
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    Thanks Great Mod now i can play at least more with power armor .
  9. deleted190386666
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    I can't find the exo suit crafting recipe under utility in the chemistry station,please help if u can
    1. Basics88
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      Im having the same problem
    2. sRavenfyre
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      You likely have a mod that makes changes to crafting and crafting stations. Like Equipment and Crafting Overhaul (ECO).

      Play around with your load order a bit. Try putting armour mods above ECO in the load order so they are allowed to overwrite ECO where needed.

      Alternatively, use the console.
      Find the ID: help talos 4 armoAdd to inventory:
      player.additem xIDxHEREx
  10. JOKERZEUS
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    im sorry for this late ask, but could you make a black one. thank you so much!
  11. magicman3516
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    I'm looking for a good underarmor to pair with the Armored Exo. Are there any good mods around that match up style wise?
    1. Atomleczne
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      Kinda late on this one but try the Gorka Suit Mod by the Nutulator, would also suggest the Altyn Assault Helmet by the same creator, Combine them with a Gas Mask and you get a very S.T.A.L.K.E.R.-esque Exosuit

      Good Hunting!
    2. magicman3516
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      I found an underarmor that (in my opinion) actually looks quite nice. The recon armor from the Capital Wasteland Outfit Pack Part II. Tiny bit of clipping with the armor, but only in one spot. It's very STALKER-like. I use the Altyn with the Metro Gas Masks, and the masks that go under the helmet covers the neck and doesn't take the gasmask slot.
    3. shandiikhtiari
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      this one is good if you like scifi style like, high tech look for underarmor https://www.nexusmods.com/fallout4/mods/33560
    4. PernicketyJon
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      For anyone still interested, the Marine Wetsuit (Marine Assault Wetsuit?) from available in Far Harbor DLC locations is awesome with the Exoskeleton and the Armoured Exoskeleton, and you don't need a mod. An ordinary outfit from FO4, named something like the 'Black Shirt and Combat Boots' also works well under both versions.