Voidson22222 Posted January 14, 2025 Posted January 14, 2025 (edited) Soviet Sex Suits Fo4 View File A port of one outfit from my FNV mod. The outfit is based on inflatable latex suits. My idea for the lore is that the Soviet Union determined the best way to build relations with the factions of post war America was trough sex and ordered their scientists to make hazmat sex suits for diplomatic missions. I was thinking of making an small alternate start mod themed around this concept, but I still need to come up with some ideas for it. Also want to expand this mod to include more outfits. Any suggestions are welcome. Submitter Voidson22222 Submitted 01/14/2025 Category Armor & Clothing Requirements FusionGirl Edited January 14, 2025 by Voidson22222 3
Olmech Posted January 14, 2025 Posted January 14, 2025 2 hours ago, Voidson22222 said: I was thinking of making an small alternate start mod themed around this concept By alternate start, I assume you mean playing as the Soviet foreign relations representative?
Voidson22222 Posted January 14, 2025 Author Posted January 14, 2025 7 minutes ago, Olmech said: By alternate start, I assume you mean playing as the Soviet foreign relations representative? Yes. My idea would involve the PC starting on a submarine and helping set up an embassy or something like that. 1
Olmech Posted January 15, 2025 Posted January 15, 2025 7 hours ago, Voidson22222 said: Yes. My idea would involve the PC starting on a submarine and helping set up an embassy or something like that. Ohhh....that would be GOOD! Please Make it happen.
Voidson22222 Posted January 15, 2025 Author Posted January 15, 2025 8 hours ago, Gariele said: Where can these suits be located? I did not place them into the world, they can only be obtained through the console. They both have Soviet in the name so they should be easy to search for with the "help (name) 4 armo" command.
Voidson22222 Posted January 16, 2025 Author Posted January 16, 2025 On 1/15/2025 at 3:58 AM, Olmech said: Ohhh....that would be GOOD! Please Make it happen. I decided to have a go at modelling the submarine. Spoiler I did my best to stick to the Fallout 4 submarine artstyle while making a sub that looks more Russian. 1
Olmech Posted January 16, 2025 Posted January 16, 2025 17 minutes ago, Voidson22222 said: I decided to have a go at modelling the submarine. Reveal hidden contents I did my best to stick to the Fallout 4 submarine artstyle while making a sub that looks more Russian. Does emit a Typhoon vibe.
Voidson22222 Posted January 16, 2025 Author Posted January 16, 2025 (edited) I haven't yet figured out how to get the collision working without it crashing the game or showing up as an exclamation mark though. I would like to make an alternate start with a few simple quests, but my mind is blank right now. Any suggestions are welcome. Will probably work on this on and off whenever I have both free time and ideas. Edited January 16, 2025 by Voidson22222
Miauzi Posted March 9, 2025 Posted March 9, 2025 Hallo, I followed with great interest how you ported this very interesting suit from the "New Vegas" version to "Fallout 4". And now you are looking for ideas to give this suit a background story. I have been thinking for a few weeks about how I could help you... I have a few ideas. When I was working on my blog story for the Fallout universe 2 years ago, the idea at the very beginning was to look at this world from the eyes of an "outsider" -> a person who was born in the world of the enemy China (BEFORE the bombs fell). In order to bridge the time gap of around 200 years (fall of the atom bombs to the plot level of FO4), the "lore" of the Fallout world offers several possibilities (see also various starting scenarios) ... in any case, she is neither "Nate" nor "Nora" - the player survived as a ghoul ... but overall, for me, this is a bit unerotic - the player was also "frozen" in the currency ... lived as a "sleeper" agent in the neighborhood - the player is an escaped synth - who the institute had provided with the memories of a person from the pre-war period (similar to "Valentine") ... without knowing that this person is a top Chinese agent There are certainly more ideas for the basic plot of a "Chinese agent." In the Fallout universe, "Russia/Soviet Union" was not the enemy in the war - but was neutral to each other with embassies and consulates: https://fallout.fandom.com/de/wiki/Sowjetunion So you could "invent" a consulate for pre-war Boston, or you could use the embassy in the old capital as a starting point. And now the question: Should it just be a framework story for the "sex worker" suit (i.e. where it can be found, for example) or should the user (working name "tanja") of this suit also have survived? The latter would of course require a background story - here are a few ideas: - "Tanja" was officially an employee of the cultural attaché - in reality trained by the KGB in various sex techniques ... the suit served as a "secret weapon" for sexual imprinting - "Tanja" works (similar to "Misress Tomie") as a disguised agent in an SM studio ... the suit is intended to make selected customers sexually submissive How does "Tanja" from back then get into today's world? The cryo capsule in the vault is the simplest thing. But the (more complex) plot as an escaped synth is also conceivable... what's behind it -> please read the first chapters of my story 1
Voidson22222 Posted March 10, 2025 Author Posted March 10, 2025 16 hours ago, Miauzi said: Hallo, I followed with great interest how you ported this very interesting suit from the "New Vegas" version to "Fallout 4". And now you are looking for ideas to give this suit a background story. I have been thinking for a few weeks about how I could help you... I have a few ideas. When I was working on my blog story for the Fallout universe 2 years ago, the idea at the very beginning was to look at this world from the eyes of an "outsider" -> a person who was born in the world of the enemy China (BEFORE the bombs fell). In order to bridge the time gap of around 200 years (fall of the atom bombs to the plot level of FO4), the "lore" of the Fallout world offers several possibilities (see also various starting scenarios) ... in any case, she is neither "Nate" nor "Nora" - the player survived as a ghoul ... but overall, for me, this is a bit unerotic - the player was also "frozen" in the currency ... lived as a "sleeper" agent in the neighborhood - the player is an escaped synth - who the institute had provided with the memories of a person from the pre-war period (similar to "Valentine") ... without knowing that this person is a top Chinese agent There are certainly more ideas for the basic plot of a "Chinese agent." In the Fallout universe, "Russia/Soviet Union" was not the enemy in the war - but was neutral to each other with embassies and consulates: https://fallout.fandom.com/de/wiki/Sowjetunion So you could "invent" a consulate for pre-war Boston, or you could use the embassy in the old capital as a starting point. And now the question: Should it just be a framework story for the "sex worker" suit (i.e. where it can be found, for example) or should the user (working name "tanja") of this suit also have survived? The latter would of course require a background story - here are a few ideas: - "Tanja" was officially an employee of the cultural attaché - in reality trained by the KGB in various sex techniques ... the suit served as a "secret weapon" for sexual imprinting - "Tanja" works (similar to "Misress Tomie") as a disguised agent in an SM studio ... the suit is intended to make selected customers sexually submissive How does "Tanja" from back then get into today's world? The cryo capsule in the vault is the simplest thing. But the (more complex) plot as an escaped synth is also conceivable... what's behind it -> please read the first chapters of my story Hi, I do remember reading some of the Chinese agent blog. I am always looking for suggestions and ideas. I am currently working on a start me up based alternate start mod where the PC is a Soviet agent equipped with a similar suit. I would always be open to additional variations to this start. The start currently under development has the PC starting on a Soviet submarine and tasked with some infiltration and seduction missions. The suit used in this start is a bit slimmer than the inflatable suit in this mod. My preference is for my adult mods to always have some narrative rather than just pure radiant quests. As far as a frozen pre war spy you could have it that she was frozen in the basement of the Soviet embassy and later discovered by the institute at the start of the game so that they still have a reason to (Spoilers for the Fo4 main quest) Spoiler abduct Shaun. Actually the Institute finding a frozen agent could result in a different angle to the currently WIP start. 1
Miauzi Posted March 10, 2025 Posted March 10, 2025 Vor 5 Stunden sagte Voidson22222: Hallo, ich erinnere mich, dass ich einige der chinesischen Agentenblogs gelesen habe. Ich bin immer auf der Suche nach Vorschlägen und Ideen. Ich arbeite derzeit an einem Start Me Up Alternate Start Mod, bei dem der PC ein sowjetischer Agent ist, der mit einem ähnlichen Anzug ausgestattet ist. Ich wäre immer offen für zusätzliche Variationen dieses Starts. Derzeit in der Entwicklung beginnt der PC mit einem sowjetischen U -Boot und beauftragt einige Infiltrations- und Verführungsmissionen. Der in diesem Start verwendete Anzug ist etwas schlanker als der aufblasbare Anzug in diesem Mod. Meine Präferenz ist es, dass meine erwachsenen Mods immer eher eine Erzählung als nur reine strahlende Quests haben. In Bezug auf einen gefrorenen Vorkriegsspion konnte man es haben, dass sie im Keller der sowjetischen Botschaft eingefroren und später zu Beginn des Spiels vom Institut entdeckt wurde, damit sie noch einen Grund haben (Spoiler für die FO4 -Hauptquest), Inhalt verbergen Entführen Sie Shaun. Tatsächlich kann das Institut einen gefrorenen Agenten finden, der zu einem anderen Winkel des derzeit WIP -Starts führen kann. Unfortunately, I don't have the skills to create modifications - so I have to rely on what other authors provide me. When making my selection, I pay attention, among other things, to whether these "additions" fit into the "internal logic" of this post-nuclear world. The alternative start ("Start me up") offers the possibility of using a Chinese naval uniform (submarine fleet) ... but where would such an intact submarine with a "human" crew come from 200 years AFTER the bombs fell? The submarine in Boston Harbor has been there for 200 years and the crew consists of ghouls. For a purely human crew, a completely different approach (background story) would be necessary. Personally, I would use the example from the DLC "Far Habor" - there is a bunker with an intact submarine there... so you could bring an intact submarine bunker from the Soviet North Sea Fleet (Kola Peninsula - Murmansk) into the game as a starting point. Traveling (across the North Atlantic) with surface ships is probably possible again in the time period of the Fallout games - it would even be possible with the small fishing boats from "Far Habor". With a nuclear submarine, however, the question would be about the composition of the human crew and if the reason for the trip was to make contact... who would make contact with whom?? In this alternative Soviet Union, large bunker systems similar to those in the USA would of course also be conceivable - perhaps there was even an informal connection to the secret government (the enclave) of the USA. With the victory of the "Brotherhood" over the "Enclave" in the East (plot of "Fallout 3"), this connection would be broken and about 10 years later a submarine with the player is sent for reconnaissance.
Voidson22222 Posted March 10, 2025 Author Posted March 10, 2025 57 minutes ago, Miauzi said: Unfortunately, I don't have the skills to create modifications - so I have to rely on what other authors provide me. When making my selection, I pay attention, among other things, to whether these "additions" fit into the "internal logic" of this post-nuclear world. The alternative start ("Start me up") offers the possibility of using a Chinese naval uniform (submarine fleet) ... but where would such an intact submarine with a "human" crew come from 200 years AFTER the bombs fell? The submarine in Boston Harbor has been there for 200 years and the crew consists of ghouls. For a purely human crew, a completely different approach (background story) would be necessary. Personally, I would use the example from the DLC "Far Habor" - there is a bunker with an intact submarine there... so you could bring an intact submarine bunker from the Soviet North Sea Fleet (Kola Peninsula - Murmansk) into the game as a starting point. Traveling (across the North Atlantic) with surface ships is probably possible again in the time period of the Fallout games - it would even be possible with the small fishing boats from "Far Habor". With a nuclear submarine, however, the question would be about the composition of the human crew and if the reason for the trip was to make contact... who would make contact with whom?? In this alternative Soviet Union, large bunker systems similar to those in the USA would of course also be conceivable - perhaps there was even an informal connection to the secret government (the enclave) of the USA. With the victory of the "Brotherhood" over the "Enclave" in the East (plot of "Fallout 3"), this connection would be broken and about 10 years later a submarine with the player is sent for reconnaissance. Hi, I am working on the submarine start with another LL user. We decided that it was possible that the Soviet Union could have retained some industrial capacity due to it not being a primary target for any major players in the great war. What I was talking about were possible variations of the alternate start where the PC starts in a different way with different gear. Like if she was frozen in an embassy lab that was copying the vault 111 cry tech and later discovered by the Institute. If you want to help just suggesting things is of great help. I can do most of the modding myself, I am just always short on ideas for this kind of stuff. It just seems a bit niche. Like if you had a description of a concept for a suit or criticism of the stuff I have already done that could help alot. 1
Miauzi Posted March 10, 2025 Posted March 10, 2025 Vor 2 Stunden sagte Voidson22222: Hallo, ich arbeite am U -Boot -Start mit einem anderen LL -Benutzer. Wir haben beschlossen, dass es möglich war, dass die Sowjetunion eine gewisse industrielle Kapazität beibehalten kann, da sie kein Hauptziel für wichtige Akteure im Ersten Weltkrieg war. Was ich sprach, waren mögliche Variationen des alternativen Starts, bei dem der PC auf eine andere Art und Weise mit unterschiedlicher Ausrüstung beginnt. Zum Beispiel, wenn sie in einem Botschaftslabor gefroren wurde, das den Vault 111 Cry Tech kopierte und später vom Institut entdeckt wurde. Wenn Sie helfen möchten, nur die Dinge vorzuschlagen, ist eine große Hilfe. Ich kann den größten Teil der Modding selbst machen, ich fehlt mir immer nicht auf Ideen für diese Art von Dingen. Es scheint nur ein bisschen Nische. Zum Beispiel, wenn Sie eine Beschreibung eines Konzepts für einen Anzug oder eine Kritik an den Zügen hätten, die ich bereits getan habe, könnte das viel helfen. So you are thinking in two directions: 1) The player character is born in the "present" time - and comes with an expedition from the territory of the Soviet Union. Is a submarine planned as a starting point and thus a possible player home? Or should the player start on the eastern sea coast (at sea level)? Then please take into account that you need at least level 20 for this. An idea for starting with level 1 -> the special suit is in the root cellar of Sanctuary The player - (similar to my blog story - enters the game at the scrapyard ... his first task is to recover the suit from the hiding place Communication with the submarine takes place via *placeholder* ... the fact that the computers in the Boston area are connected to each other after more than 200 years is not very credible to me personally - so you need something like a small portable radio. 2) The person comes from the pre-war era - there were several cryo pods in the basement of the Soviet consulate in Boston. Finding a "neutral" building in the city is not difficult - the same applies to creating a basement with direct street access. But why is the player woken up? -> energy source of the cryo pod exhausted or a visit from the "Institute"? - The cryo pods could be an "unofficial gift" ... based on a deal - in which the player (with the help of the suit) played the decisive role. - Here too, the player must enter the game at least level 20 --- If I understand you correctly, this suit is supposed to enable very special things during sex with another person. This means that it is kept on during the animations. I don't know how far you have read my story... in some chapters I use "Angeli's" suit Spoiler This suit influences many body functions - also through direct stimulation of the genitals. Another user has described the complex fitting and the various functions in much more detail than I have: The question now is: How complex do you want the background story of the suit and its functions to be for your mod? Should it be used exclusively for sexual intercourse or should it also be an enhancement for the fight for survival? This depends on how complicated it is for the wearer to put on this suit... and whether combat armor is also necessary in addition to the suit. Should the suit enhance the sexual experience only for the wearer or both partners? Or should it only enhance the experience for the "victim" - so that they become dependent on the suit wearer?
Voidson22222 Posted March 10, 2025 Author Posted March 10, 2025 (edited) I like the idea of the Institute finding a frozen spy. It would be a different angle to the submarine start and could use a different model suit. The suits are supposed to protect the wearer from radiation, light gunfire and being beaten. They also are supposed to make the experience of the wearer's partner better. There is already a questline/quest edits in the works for the Submarine start. Edited March 10, 2025 by Voidson22222
Miauzi Posted March 10, 2025 Posted March 10, 2025 Vor 14 Minuten sagte Voidson22222: Ich mag die Idee, dass das Institut einen gefrorenen Spion findet. Es wäre ein anderer Winkel als U -Boot -Start und könnte einen anderen Modellanzug verwenden. Die Anzüge sollen den Träger vor Strahlung, leichten Schüssen schützen und geschlagen werden. Sie sollen auch die Erfahrung des Partners des Trägers verbessern. Es gibt bereits eine Questline-/Quest -Änderungen in den Werken für den U -Boot -Start. The vanilla game treats the player as an enemy until they are teleported to the institute - every mechanical synth on the surface attacks the player. If the institute now takes the player out of the cryo capsule and brings them directly to the institute - 3/4 of the content of the vanilla game is skipped ... and a whole plot of new actions in the institute still has to be written ... that doesn't seem very sensible to me. Perhaps it makes more sense - that the player is woken up by the institute ... but it is discovered that his DNA is unsuitable for the synth's "breeding program" and the player is frozen again. Here there would be a motive for the player to get to the institute. I had my character's face take on the appearance of "Nora" (via surgery) later in the story. of course you can also go the "evil" route -> the player acts as an agent FOR the institute on the surface and infiltrates the "Brotherhood" and the "Railroad" among others ... the (actual) survival in the cryo-pod is used as a cover - this can also explain the use (and origin) of the sex suit. To make it even more "evil" -> a hypnotic block prevents the player from remembering being found (thawed and instructed) by the institute. --- Sex in a suit can only grant (different) temporary bonuses at the beginning ... regular sex leads to permanent status changes (stamina, strength, etc.) - but if sex is then stopped -> the player gets a massive penalty (so to speak "withdrawal symptoms")
Voidson22222 Posted March 11, 2025 Author Posted March 11, 2025 I agree, it is probably not a good idea to start the PC in the Institute. I guess it is possible for her to interact with their agents outside of the Institute. My idea was always something like TTW quest overhaul where the vanilla characters are given new interactions.
Miauzi Posted March 11, 2025 Posted March 11, 2025 Vor 2 Stunden sagte Voidson22222: Ich stimme zu, es ist wahrscheinlich keine gute Idee, den PC im Institut zu starten. Ich denke, es ist für sie möglich, mit ihren Agenten außerhalb des Instituts zu interagieren. Meine Idee war immer so etwas wie die Überholung von TTW Quest, bei der die Vanillefiguren neue Interaktionen erhalten. But "TTW" is a huge mod project and it will be difficult to connect the two time levels (which are 10 years apart) in a meaningful way. I only managed to do this in my story with the DLC "Point Lookout" because the action in the DLC is almost completely disconnected from the rest of "Fallout 3". Other mod projects (the mod complex around "Fusion City" or the companion mod "Ivy") have always made reference to actions and areas in the old capital - but have not planned any active actions there. Of course, you can construct something here as a pure background story: - the Institute's expedition (to track down the escaped runner and bring him back) has a side effect -> the discovery of the cryo capsules in the destroyed Soviet embassy - here would be a logical bridge for the appearance of the "alternative" player and the sex suit ... without resorting to the idea of a consulate in Boston --- You mentioned that the current suit differs from the previous one... are there any pictures?
Voidson22222 Posted March 11, 2025 Author Posted March 11, 2025 1 hour ago, Miauzi said: But "TTW" is a huge mod project and it will be difficult to connect the two time levels (which are 10 years apart) in a meaningful way. I only managed to do this in my story with the DLC "Point Lookout" because the action in the DLC is almost completely disconnected from the rest of "Fallout 3". Other mod projects (the mod complex around "Fusion City" or the companion mod "Ivy") have always made reference to actions and areas in the old capital - but have not planned any active actions there. Of course, you can construct something here as a pure background story: - the Institute's expedition (to track down the escaped runner and bring him back) has a side effect -> the discovery of the cryo capsules in the destroyed Soviet embassy - here would be a logical bridge for the appearance of the "alternative" player and the sex suit ... without resorting to the idea of a consulate in Boston --- You mentioned that the current suit differs from the previous one... are there any pictures? I think something was lost in translation. I was talking about this mod, Specifically how it implemented new content. Most of it's new content was added to the existing story. I know it uses TTW as a base, but I am not thinking of any connections to NV/Fo3 in this mod. I am only one guy. My idea was to add interactions to existing stories and characters with the occasional new quest. I don't have any ingame screenshots of the newer suit right now because the lighting was bad last time I tested it so here is a screenshot from the 3D software. Spoiler 1
Miauzi Posted March 12, 2025 Posted March 12, 2025 Vor 11 Stunden sagte Voidson22222: Ich denke, etwas war in der Übersetzung verloren. Ich habe über diesen Mod gesprochen, Speziell wie es neue Inhalte implementiert hat. Der größte Teil der neuen Inhalte wurde der vorhandenen Geschichte hinzugefügt. Ich weiß, dass es TTW als Basis verwendet, aber ich denke nicht an Verbindungen zu NV/FO3 in diesem Mod. Ich bin nur ein Typ. Meine Idee war es, vorhandenen Geschichten und Charakteren mit der gelegentlichen neuen Quest Interaktionen hinzuzufügen. Ich habe momentan keine Ingame -Screenshots des neueren Anzugs, da die Beleuchtung das letzte Mal schlecht war, als ich ihn getestet habe. Hier ist ein Screenshot aus der 3D -Software. Versteckte Inhalte enthüllen Thanks for the link. Even though I had played more than 2000 hours of "Fallout 3" and "Fallout NV" and they had been modified with hundreds of mods - I didn't know this mod. Now I understand better what ideas you are pursuing for your current project. The main quest lines in Fallout 4 are very linear and hardly allow any deviation from them... especially the main "break" with the encounter between the player and "Kellog" in Fort Hagen. In my opinion, the companion quests further limit the game... not because of their existence, but because of the starting conditions. I use "Depravity," among others. https://www.nexusmods.com/fallout4/mods/35513 Here, for example, I have to meet a number of conditions for interacting with "Hancock." The mod authors have incorporated special in-game hints for the player. However, "smaller" things are certainly easier to implement – for example, additional (sexual!) options for solving dialogues or tasks. Perhaps such options can only be selected -> if you're wearing the special suit... is something like that even feasible? --- Thoughts on the version of the player as an institute agent: - Since the game cannot start in the institute - it must start in a safe place on the surface. - The vanilla game provides a location for this -> the "manor house" of the creator of "Greygarden" (the farm with the robots) In the storyline with the "Minute Men" you have an encounter with the institute there - which uses the house as a "base" for its activities on the surface. - I use a small mod - this brings the institute's field equipment into its basement https://www.nexusmods.com/fallout4/mods/42016 My character learned about this location BEFORE escaping from the institute and uses this knowledge to "obtain" technology and equipment. - My suggestion would be to use the basement as a starting point and install a terminal... from which the player receives his orders. In this area, a level of 5-10 should be sufficient to cope with the dangers of the environment. --- About the suit: My purely subjective opinion -> I like the old ("inflatable") suit much better ... precisely because it is so "impractical" for surviving in the wasteland. If you have been playing the same computer game for more than 10 years - the basic story is so boring (and dull) ... so I can only motivate myself with "weird humor" or "exaggerated sex". Your current design has a monstrous neck corset ... I know something like that from my own experience (it's not without reason that I included the chapter on corsets in my blog on Fallout). If you're already preventing the rotation between the upper body and head ... then why not a corset around the waist? And why does the suit have such practical (flat) shoes - which are absolutely unerotic?
Voidson22222 Posted March 12, 2025 Author Posted March 12, 2025 Fair points about the new suit, though it was intended to be a little more practical.
Miauzi Posted March 13, 2025 Posted March 13, 2025 The inflatable version of the suit obviously had the advantage of visually highlighting a woman's erotic zones in a fairly simple way. a) large breasts b) narrow waist c) large butt and hip area There was no need to emphasize the waist specifically - it automatically appears narrow due to the large breasts and hips. In the new version of the suit, this emphasis is missing... so it has to be achieved in another way... the easiest way is -> a corset in the waist region. There's no need to actually make the waist narrower - which isn't that easy to achieve even with the 3D models. I use the following mod in my game https://www.nexusmods.com/fallout4/mods/57338 Spoiler The corset is not a separate piece of clothing—it's part of the suit. A real corset is always sewn together from several pieces. Emphasizing these longitudinal seams (e.g., with a narrow colored strip) reinforces the visual effect of the "narrow waist." This can also be replicated on a virtual 3D model. Spoiler If you use "red" as the base color for the suit, either "black" or "yellow/gold" would be suitable for these contrast stripes. ---- Emphasize the breast area? Two options come to mind: a) See the last picture of the Tao catsuit b) A nod to the "torpedo breasts" -> 4 wide contrasting stripes toward the nipples The link is for example purposes only https://www.hwdesignshop.com/latex-bizarre/fashion/biz07-bizarr-disziplin-bh.html --- I would keep the neck corset --- Regarding shoes and boots: I personally have a fetish for ballet boots, but such extreme approaches aren't acceptable for all potential users of the mod. Walking through terrain with the classic stiletto heel is too extreme in my opinion... perhaps a wedge-shaped heel would be a good compromise. I've chosen a model that tapers off at the heel and therefore doesn't look so "clunky." Spoiler https://www.sportspar.de/claudia-ghizzani-damen-wedge-heel-keilabsatz-pumps-2.351901-7620?utm_source=solute&utm_medium=cpc&utm_content=94939091-94939075&utm_term=feed_3&soluteclid=7a0d7e7519bd4972845a2926702f8d54 How high should the shoes or boots be? Actually, all three versions work: "foot-ankle" - "knee" - "thigh"
Voidson22222 Posted March 14, 2025 Author Posted March 14, 2025 12 hours ago, Miauzi said: The inflatable version of the suit obviously had the advantage of visually highlighting a woman's erotic zones in a fairly simple way. a) large breasts b) narrow waist c) large butt and hip area There was no need to emphasize the waist specifically - it automatically appears narrow due to the large breasts and hips. In the new version of the suit, this emphasis is missing... so it has to be achieved in another way... the easiest way is -> a corset in the waist region. There's no need to actually make the waist narrower - which isn't that easy to achieve even with the 3D models. I use the following mod in my game https://www.nexusmods.com/fallout4/mods/57338 Reveal hidden contents The corset is not a separate piece of clothing—it's part of the suit. A real corset is always sewn together from several pieces. Emphasizing these longitudinal seams (e.g., with a narrow colored strip) reinforces the visual effect of the "narrow waist." This can also be replicated on a virtual 3D model. Reveal hidden contents If you use "red" as the base color for the suit, either "black" or "yellow/gold" would be suitable for these contrast stripes. ---- Emphasize the breast area? Two options come to mind: a) See the last picture of the Tao catsuit b) A nod to the "torpedo breasts" -> 4 wide contrasting stripes toward the nipples The link is for example purposes only https://www.hwdesignshop.com/latex-bizarre/fashion/biz07-bizarr-disziplin-bh.html --- I would keep the neck corset --- Regarding shoes and boots: I personally have a fetish for ballet boots, but such extreme approaches aren't acceptable for all potential users of the mod. Walking through terrain with the classic stiletto heel is too extreme in my opinion... perhaps a wedge-shaped heel would be a good compromise. I've chosen a model that tapers off at the heel and therefore doesn't look so "clunky." Reveal hidden contents https://www.sportspar.de/claudia-ghizzani-damen-wedge-heel-keilabsatz-pumps-2.351901-7620?utm_source=solute&utm_medium=cpc&utm_content=94939091-94939075&utm_term=feed_3&soluteclid=7a0d7e7519bd4972845a2926702f8d54 How high should the shoes or boots be? Actually, all three versions work: "foot-ankle" - "knee" - "thigh" Good suggestions. I must look into how to implement ballet boots in Fo4 for a potential fourth suit that is designed to be purely for recreational purposes and not have any combat functionality.
Miauzi Posted March 14, 2025 Posted March 14, 2025 Vor 18 Minuten sagte Voidson22222: Gute Vorschläge. Ich muss mir überlegen, wie ich in Fo4 Ballettstiefel für einen möglichen vierten Anzug implementieren kann, der ausschließlich für Freizeitzwecke gedacht ist und keine Kampffunktionalität hat. Why not build the whole thing modularly? Separate the shoes (or boots) from the suit. In "Fallout," the shoes determine the shape of the body. However, experienced clothing mod users know that they have to transfer the selected slider settings (e.g., for the upper body) exactly (from the "shoes" to the "suit"). - This way, you could also implement different boot lengths – the circumference of the boot needs to be slightly larger than the leg circumference. - Furthermore, with the modular version, it's easier to create different colors between the shoes and the suit. --- Most mods that focus on ballet boots shorten the avatar's legs – because the heel height (20-25 cm!) also increases the overall height of the character. For a normal-sized person, this means -> they CANNOT walk upright through a normal open door... they have to bend forward (as very tall people do). The only mod that doesn't shorten the legs is -> "Angels Techsuit" The height difference also exists in reality – as you can see from the people next to me. Spoiler I always found it very strange when I equipped my avatar with ballet boots and their height didn't change. The reason given for this restriction was that NPCs (if they wore such footwear) could no longer walk through open doors without difficulty. I couldn't find this to be the case, however, when I equipped my companions with the "Angeli" suit. Perhaps a compromise can be made regarding the change in height (when wearing ballet boots). --- In my opinion, the wedge heel is a good compromise between "eroticism" and "off-road suitability"
Voidson22222 Posted March 14, 2025 Author Posted March 14, 2025 15 minutes ago, Miauzi said: Why not build the whole thing modularly? Separate the shoes (or boots) from the suit. In "Fallout," the shoes determine the shape of the body. However, experienced clothing mod users know that they have to transfer the selected slider settings (e.g., for the upper body) exactly (from the "shoes" to the "suit"). - This way, you could also implement different boot lengths – the circumference of the boot needs to be slightly larger than the leg circumference. - Furthermore, with the modular version, it's easier to create different colors between the shoes and the suit. --- Most mods that focus on ballet boots shorten the avatar's legs – because the heel height (20-25 cm!) also increases the overall height of the character. For a normal-sized person, this means -> they CANNOT walk upright through a normal open door... they have to bend forward (as very tall people do). The only mod that doesn't shorten the legs is -> "Angels Techsuit" The height difference also exists in reality – as you can see from the people next to me. Reveal hidden contents I always found it very strange when I equipped my avatar with ballet boots and their height didn't change. The reason given for this restriction was that NPCs (if they wore such footwear) could no longer walk through open doors without difficulty. I couldn't find this to be the case, however, when I equipped my companions with the "Angeli" suit. Perhaps a compromise can be made regarding the change in height (when wearing ballet boots). --- In my opinion, the wedge heel is a good compromise between "eroticism" and "off-road suitability" I could do increased modularity in the future, like removable inserts and additional gear. Right now I just feel like making a more extreme version of the suit than 02 (the inflatable one). I am going to try ballet boots and maybe some modular bondage. The idea for this planned suit is that it is for when the wearer is in a safe location and can be stripped of most of her autonomy. 1
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