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Syn3r

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Syn3r

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About this mod

Adds under-armor, modified combat armor, a modified synth field helmet, and a modified revolver. They are pretty OP without cheating.

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Update-  After fixing the bugs I found, I was able to focus on adding more options for the revolver, it now has 2 barrel choices, 2 grips and 4 receivers. Added a chem station to the bunker, added a hood, fixed a few name errors.

Current Goal- I am working on replacing all the vanilla keywords from my gear, and replacing the mods they link to with my own, I will also figure out the crafting benches.

In a hidden bunker outside Vault 111 an ex-institute scientist managed to shrink almost all the features of Power Armor into a modified BOS Knight Under-armor, modified Combat arms, legs, and chest, and a modified Synth Field Helmet.

In a bit of mad genius he even made the armor have the ability to have multiple mods on each piece.

In a madder blast of genius he took a basic revolver and modified it so the his crazy mod for it will work, it now has the option to fire chain bullets( Still trying to verify this in my game) with very unique flash, due to all the modifying that was done to the revolver it can't be upgraded or modified other than this.


So what it actually includes
~Modified BOS under-armor that acts like power armor frame ( no pip menu, is a goal, if its possible.)
~Modified Combat Armor Legs that can have all the power armor leg mods added on them (Explosive vents is confirmed working for me in 1st and 3rd person, this was a big accomplishment for me, took me like 2 days to figure out.) The other leg mods have been lightly tested.
~Modified Combat Armor Arms that can have all the power armor arm mods added on them. They have been lightly tested, I don't do unarmed combat.
~Modified Combat Armor Chest can have all power armor torso mods added on to it (The Jet pack is currently invisible.)
~Modified Synth Field Helmet can have almost all the power armor helmet mods.(No flashlight.)
~Modified Revolver can special projectile mod attached

~Hidden Bunker (added as a story enhancer) has custom Proto-Armor Workbench and Proto-Weapon Workbench and a Interior workshop (Just like Homeplate)

So why did I put in the effort to do this with all the exo-skeleton mods and stuff on here? They were all either too bulky or too ugly for me, and yes I play in first person, so why does it bother I DON"T KNOW, if I did would I have spent a month of my life creating this, when I just wanted to play the game.

If you like this mod and want to contribute please contact me, I have little modding knowledge and this was put together with google, papyrus wiki, the Nexus forums and Reddit (I was legit surprised how much stuff I found there.)

Things I do need help with:
Custom meshes for armor, jet pack and revolver
custom textures for above
Animations
Scripts (I had to delete several Ideas because I don't now Papyrus or scripting)

Future Plans:
Adding more mods for everything
Adding a Synth Companion
Making only the proto gear show up on the proto workbenches (tips appreciated, so far the only way I can see is to create a weapon workbench keyword, there's already an armor one, and personally go through and edit the work benches and all the COBJs for them.)
Making the armor quest reward.
Expanding the Bunker and making it so companions can get sent there ( I want it to be kinda Institute at the Beach like, lots of research equipment and lots of indoor outdoor areas.
Add the PA pipmenu.

I can't create textures yet, learning( any good guides?) so I had to make do with what I had and tried to make it look decent or ok nothing horribly ugly, I hope.