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Showing results for tags 'power armor'.
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Immersive Power Armor HUD(s) WIP View File Since I'm a bit of a power armor/mecha nerd, the helmets/cockpits of the FO4 PAs always bothered me a bit. They fit the purpose, but just are not immersive enough. In my opinion, PAs should make one feel protected, powerful, and an immersive helmet UI is a very big part of that illusion. So I started pulling my photoshop and (limited) modding skills together and started working on my own little mod by riffing off the other PA UI mods on the Nexus, and I think I did quite well for a start. CURRENT CONTENT: - Raider power armor helmet and dashboard with different visual options like decorations and damage effects. - T-45 power armor helmet and dashboard with different visual options like decorations and damage effects. CURRENTLY WIP: - T-51 power armor helmet and dashboard with different visual options like decorations and damage effects. - T-60 power armor helmet and dashboard with different visual options like decorations and damage effects. - X-01 power armor helmet and dashboard with different visual options like decorations and damage effects. FUTURE PLANS: - Implementation of HUDs for popular mods like the Enclave X-02, T-49, Tumbajamba's Combat Power Armor, etc. - Exploring the possibility of making the game auto switch HUDs based on PA helmet used and it's damage state. - Possible implementation of visible first person helmet visors into the game. INSTALLATION: Pick the HUD by power armor model you want to use and install via NMM/MO. The file structure inside the ZIP is optimised for mod manager use, so I wouldn't attempt to install them manually. DEINSTALLATION: Just remove via mod manager or delete the following files: *\data\meshes\effects\CameraAttachedFX\CameraAttach_WetArmorView.nif *\data\meshes\interface\objects\padashdials01.nif *\data\meshes\interface\objects\PADashPipboyScreen.nif *\data\textures\effects\ColorBlackUtility.dds *\data\textures\effects\NixieTubeNumbers01_d.dds *\data\textures\effects\PowerArmorVisorGlassFX_d.dds *\data\textures\effects\PowerArmorVisorGlassFX_n.dds *\data\textures\effects\PowerArmorVisorGlassFX_s.dds *\data\textures\interface\PA <whole folder> CONFLICTS: Should only arise when used with mods that change meshes and/or textures associated with the power armor HUD or power armor pip UI. Just install "Immersive Power Armor HUD" overwriting any conflicts, and it should work as intended. REQUIREMENTS: None. CREDITS: Picture artworks done by the wonderfully talented Chipman Starratt (http://chipman1911.deviantart.com) Textures and meshes inspired by: Makconner's Spartan Cockpit - http://www.nexusmods...t4/mods/22246/? KeithVSmith's Power Armor HUD Visor - http://www.nexusmods...ut4/mods/6985/? Hellstorm102's Power Armor HUD - No Transparency - http://www.nexusmods...ut4/mods/3106/? Submitter warbaby2 Submitted 06/26/2017 Category WIP / Beta Requires None
- 35 replies
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- power armor
- HUD
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Just wondering if there's a lewd power armor mod at all. Currently just using AKT's Bikini Armor and shield belts, but I'm hoping for something more. Namely tox resistance. My current colony for some ungodly reason gets like 3 tox storms/explosions/etc. a year. If not, I guess I'll just make one.
- 2 replies
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2
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- rimjobworld
- power armor
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(and 7 more)
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Version 102
353 downloads
This mod automatically pulls all Fusion Cores out of your power armor when you get out of it. It has two modes, timer (default) and distance. Because we have no MCM yet for Fallout, you will have to update and change its settings through the console. Don't worry, I've made it easy. See the Settings section for more info. Timer Mode Gives you the cores from the power armor X seconds after getting out of the frame. This mode is the default. Note that pulling the core before the shut down sound finishes, causes the shut down sound to stop. See the settings section for more info if you are using shorter animations or longer sounds, and you wish to hear it. Distance Mode Gives you the cores from the power armour after you walk X meters away from the frame. This allows you to keep the core in while staying nearby to do your charisma checks or whatever, and hopping back in without having to reinsert. Or if you are Eric and apparently constantly just accidentally jump out of your armor on accident. Honestly depending on feedback distance mode will probably become the default in future versions. Settings Because we have no MCM all settings are done through changing variables from the console. The pattern looks like this: set VariableName to Value So you literally type set, the variable name, the word to, and then the value you wish to set. Then hit enter. Switch to Timer Mode set PALockMode to 1 Switch to Distance Mode set PALockMode to 2 Timer Mode: delay before removing core. (in seconds) set PALockDelay to 5.5 This is the value (5.5) I use for Car Sounds for Power Armor, the most immersive mod on the Nexus, to get that beep beep at the end. If you aren't using that mod you might as well just go throw your power armor in the ocean and give up ever being accepted in the Atom Cats. Distance Mode: Distance before removing core. (in meters) set PALockDist to 8 Update Notes and Instructions Because we have no MCM I have included two bat files with the mod. Every Time You Update you should run the PALockUpdate file, and if you want to reset the options to defaults then you can run the PALockReset file. These are TXT files which sit next to the ESP file, if you care to inspect them. DO THIS IN THE CONSOLE AFTER YOU INSTALL THE UPDATES. NO EXCEPTIONS. Permissions Under no circumstances is this to be uploaded to any other sites by anyone other than me. -
Version 1.1
190 downloads
I personally can't stand the look of the the T45 Power Armor with those ugly long shoulder plates, and I loathe having to drive one at the start of the game. On my XB1, I found a T60 replacer on Bethnet, but nothing for PC.... So, here are simple replacers for the fugly T45 on the museum roof. In the 7Z are 5 diff esp's, for the other base game available PA's.(T51, T60, X01, Raider and an empty PA Frame) Only use one at a time. NEW: Added .esl versions of all 5 in one handy 7z. (A dinky mod like this shouldn't take up a valuable mod slot.) Far Harbor and Nuka-World DLC suits available HERE If you've already been to Concord, or the museum, or have been anywhere near the original T45, this mod will do absolutely nothing. Best used on a new game, or if you haven't left Sanctuary yet. None of them have been boosted or modified in any way, but the T51 and Raider have a Fusion Core and full health because I'm too lazy and/or too unskilled with the CK to change it. Probably both. (This is my first attempt with the CK) Requires nothing but the base game, preferably a legal one. Lore Friendly? I don't know and I don't care. It's as lore accurate as the game is. (All of those armors are available from the start) All I did was tweak a few dials and flip a few switches in the CK, so no special permissions are needed. Bethesda did all the work, I just proofread it as needed. Credit to Bethesda for the game and CK, and also to Ashal for this wonderful site. -
Version 0.2_break
5,668 downloads
Since I'm a bit of a power armor/mecha nerd, the helmets/cockpits of the FO4 PAs always bothered me a bit. They fit the purpose, but just are not immersive enough. In my opinion, PAs should make one feel protected, powerful, and an immersive helmet UI is a very big part of that illusion. So I started pulling my photoshop and (limited) modding skills together and started working on my own little mod by riffing off the other PA UI mods on the Nexus, and I think I did quite well for a start. CURRENT CONTENT: - Raider power armor helmet and dashboard with different visual options like decorations and damage effects. - T-45 power armor helmet and dashboard with different visual options like decorations and damage effects. CURRENTLY WIP: - T-51 power armor helmet and dashboard with different visual options like decorations and damage effects. - T-60 power armor helmet and dashboard with different visual options like decorations and damage effects. - X-01 power armor helmet and dashboard with different visual options like decorations and damage effects. FUTURE PLANS: - Implementation of HUDs for popular mods like the Enclave X-02, T-49, Tumbajamba's Combat Power Armor, etc. - Exploring the possibility of making the game auto switch HUDs based on PA helmet used and it's damage state. - Possible implementation of visible first person helmet visors into the game. INSTALLATION: Pick the HUD by power armor model you want to use and install via NMM/MO. The file structure inside the ZIP is optimised for mod manager use, so I wouldn't attempt to install them manually. DEINSTALLATION: Just remove via mod manager or delete the following files: *\data\meshes\effects\CameraAttachedFX\CameraAttach_WetArmorView.nif *\data\meshes\interface\objects\padashdials01.nif *\data\meshes\interface\objects\PADashPipboyScreen.nif *\data\textures\effects\ColorBlackUtility.dds *\data\textures\effects\NixieTubeNumbers01_d.dds *\data\textures\effects\PowerArmorVisorGlassFX_d.dds *\data\textures\effects\PowerArmorVisorGlassFX_n.dds *\data\textures\effects\PowerArmorVisorGlassFX_s.dds *\data\textures\interface\PA <whole folder> CONFLICTS: Should only arise when used with mods that change meshes and/or textures associated with the power armor HUD or power armor pip UI. Just install "Immersive Power Armor HUD" overwriting any conflicts, and it should work as intended. REQUIREMENTS: None. CREDITS: Picture artworks done by the wonderfully talented Chipman Starratt (http://chipman1911.deviantart.com) Textures and meshes inspired by: Makconner's Spartan Cockpit - http://www.nexusmods...t4/mods/22246/? KeithVSmith's Power Armor HUD Visor - http://www.nexusmods...ut4/mods/6985/? Hellstorm102's Power Armor HUD - No Transparency - http://www.nexusmods...ut4/mods/3106/?-
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- power armor
- HUD
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I'm posting this here as much for myself as others. Feel free to suggest things I should add. This will by no means be an exhaustive list but it should be helpful nonetheless. Console: Summon a Power Armor frame to your position player.placeatme 4a9c1 Note: You must be looking straight to enter. Turn on Nuka World's Lights (Will probably auto complete most Nuka World quests) Note: This completes Nuka World Quests All Nuka Raider Factions alive. setstage DLC04MQ05 110 (This jumps to turning on the lights) setstage DLC04MQ05 255 (This completes Nuka World) Stuck in power armor when trying to exit? player.pushactoraway player 0 Note: This will knock you down and let you exit Make any settler do what you want: Select settler setpv bCommandable 1 setpv bAllowMove 1 setpv bAllowCaravan 1 Exit console Fast travel away then back Force workshop activation: setpv ownedbyplayer true (Using this will let you use the workbench but won't actually count as you owning the settlement.) Note: I found out that the mod Welcome to Goodneighbor was causing the workbench to bug. Quest Issues: [sOLVED] Bugged "Emogene Takes a Lover" Secret Ending: Railroad, BOS, Minutemen survive :
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Hey folks, Since I'm a bit of a power armor/mecha nerd, the helmets/cockpits of the FO4 PAs always bothered me a bit. They fit the purpose, but just are not immersive enough. In my opinion, PAs should make one feel protected, powerful, and an immersive helmet UI is a very big part of that illusion. So I started pulling my photoshop and (limited) modding skills together and started working on my own little mod by riffing off the other PA UI mods on the Nexus, and I think I did quite well for a start. That's my version of a Raider PA helmet, built off of Makconners Spartan Cockpit (http://www.nexusmods.com/fallout4/mods/22246/?), which I found to be a bit too cartoony. All in all, everything is working quite well from the texture side of things, but I have two problems concerning the meshes/materials. 1) The global PA rain droplet textures: they usually remain hidden behind the solid alpha channels (the frame of the cockpit, including the pictures and wires), but when I pull up the pip boy menu, the rain is projected over the whole UI, which looks horrible. Worse, sometimes after closing the pipboy, the rain effect remains. It seems that the game is not very consistent in it's use of the "CameraAttach_WetArmorView.nif" plane, where the rain is projected on. I don't want to remove the effect completely, though, since it looks really nice as long as it stays on the outside of the helmet.... so maybe someone knows a way to make that effect more consistant? Problem solved through some snazzy Photoshopping... and luck... mostly luck. 2) The second problem is quite a bit trickier, I think... in the screenshot, I used a semi transparent alpha channel to simulate the cage outside the raider helmet (much like Makconner did in their original mod). It's supposed to mimic the ingame model, and further restrict the vision of the PA pilot... you know, for ma immersion. Problem is, even though the pip boy UI nif technically lies in front of the padashdials01.nif windshield - I think - the cage effect covers the pip boy UI. I already tried messing around with the position of the PADashPipboyScreen.nif and padashdials01.nif meshes positions and materials, but no change seems to make either play nice with the other one. I dunno what I'm not getting there, to be honest... Anyhow, since I usually lurk around here and know there are quite some skilled people, I thought I'd show what I've got and ask if somebody might be able to help me. Thanks! Also: If I get those problems sorted, I plan on expanding that project to include cockpits for all base game and some of the - most popular - custom PA's, and maybe even regular helmets... if somebody would be interested in something like that, let me know!
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View File This mod automatically pulls all Fusion Cores out of your power armor when you get out of it. It has two modes, timer (default) and distance. Because we have no MCM yet for Fallout, you will have to update and change its settings through the console. Don't worry, I've made it easy. See the Settings section for more info. Timer Mode Gives you the cores from the power armor X seconds after getting out of the frame. This mode is the default. Note that pulling the core before the shut down sound finishes, causes the shut down sound to stop. See the settings section for more info if you are using shorter animations or longer sounds, and you wish to hear it. Distance Mode Gives you the cores from the power armour after you walk X meters away from the frame. This allows you to keep the core in while staying nearby to do your charisma checks or whatever, and hopping back in without having to reinsert. Or if you are Eric and apparently constantly just accidentally jump out of your armor on accident. Honestly depending on feedback distance mode will probably become the default in future versions. Settings Because we have no MCM all settings are done through changing variables from the console. The pattern looks like this: set VariableName to Value So you literally type set, the variable name, the word to, and then the value you wish to set. Then hit enter. Switch to Timer Mode set PALockMode to 1 Switch to Distance Mode set PALockMode to 2 Timer Mode: delay before removing core. (in seconds) set PALockDelay to 5.5 This is the value (5.5) I use for Car Sounds for Power Armor, the most immersive mod on the Nexus, to get that beep beep at the end. If you aren't using that mod you might as well just go throw your power armor in the ocean and give up ever being accepted in the Atom Cats. Distance Mode: Distance before removing core. (in meters) set PALockDist to 8 Update Notes and Instructions Because we have no MCM I have included two bat files with the mod. Every Time You Update you should run the PALockUpdate file, and if you want to reset the options to defaults then you can run the PALockReset file. These are TXT files which sit next to the ESP file, if you care to inspect them. DO THIS IN THE CONSOLE AFTER YOU INSTALL THE UPDATES. NO EXCEPTIONS. Permissions Under no circumstances is this to be uploaded to any other sites by anyone other than me. Submitter darkconsole Submitted 06/15/2016 Category Other Requires
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View File I personally can't stand the look of the the T45 Power Armor with those ugly long shoulder plates, and I loathe having to drive one at the start of the game. On my XB1, I found a T60 replacer on Bethnet, but nothing for PC.... So, here are simple replacers for the fugly T45 on the museum roof. In the 7Z are 5 diff esp's, for the other base game available PA's.(T51, T60, X01, Raider and an empty PA Frame) Only use one at a time. NEW: Added .esl versions of all 5 in one handy 7z. (A dinky mod like this shouldn't take up a valuable mod slot.) Far Harbor and Nuka-World DLC suits available HERE If you've already been to Concord, or the museum, or have been anywhere near the original T45, this mod will do absolutely nothing. Best used on a new game, or if you haven't left Sanctuary yet. None of them have been boosted or modified in any way, but the T51 and Raider have a Fusion Core and full health because I'm too lazy and/or too unskilled with the CK to change it. Probably both. (This is my first attempt with the CK) Requires nothing but the base game, preferably a legal one. Lore Friendly? I don't know and I don't care. It's as lore accurate as the game is. (All of those armors are available from the start) All I did was tweak a few dials and flip a few switches in the CK, so no special permissions are needed. Bethesda did all the work, I just proofread it as needed. Credit to Bethesda for the game and CK, and also to Ashal for this wonderful site. Submitter HowlerMonkee Submitted 01/15/2018 Category Armor & Clothing Requires Fallout 4