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Posts posted by paragonskeep
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Hi all,
I completely suck with blender so I was wondering if anyone would be willing to do an armor "mashup" for me? It uses all vanilla components and is basically taking an armor and adding aspects (like what tailor maid) but on a permanent, non-multiple body slot aspects.
I wanted an armor that I would wear if this were real, adding belts and pouches etc to carry all the ammo, meds, food, water, etc.
Thanks.
If interested I'll list out all the "parts" that I'm thinking of.
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In response to post #24600654. #24600674, #24600714, #24600744, #24600914, #24601069, #24601314, #24601679, #24601744, #24601759, #24602074 are all replies on the same post.How would Nexus be "double dipping"?StaciKrash wrote:Dark0ne wrote: This one?
It's not hidden, it's on their service provider listing at the bottom of this page, which explains how it works. Mod authors select service providers who they think helped them in their modding, and in turn, the service provider gets between 1%-5% of Valve's cut of their profits, depending on how many service providers were picked by the mod author.
So the mod author opts in to it themselves, and the money comes from Valve's cut.LtRhapthorne wrote: He either needs to make the Nexus paid for (killing it) or remove the Nexus as an option for service provider. Otherwise, he's double dipping.LtRhapthorne wrote: So you're double dipping?
Why should I believe anything you say?PickleJar wrote: Why not tell us you're taking a cut right from the get-go?
Shouldn't you have all your cards on the table (and on the table here, on your site, not buried in Valve's legal writings) if you really want to help everyone get through this to a peaceful conclusion?Blademaster1215 wrote: The Nexus doesn't take a cut from every paid mod. From the way it's worded, Service Providers can be given donations by the modders, but its the modder's choice to give said cut to whichever providers. Unless I'm reading this wrong?StaciKrash wrote: Thanks a lot for replying, I'm not sure how to react to this tho
EDIT: thinking about I guess it's like the modders are donating instead of paying you, still I'm sure not everyone will see it that wayEiries wrote: Hm. I guess its not a huge deal on the surface (modders opt in), but I feel any money generated from this scandal is dirty money, and playing any part of it at all is kind of questionable.
Then again it's coming out of Valve's pocket as a community-based "thanks for existing..." I dunno. I'll trust your judgement I suppose.mznXII wrote: soo...
if modder felt obligated to nexus then
the modder could make steam/valve give nexus 1-5% of their 75%, but
its up to the modder to gave it or not
at least that's what i catch from Dark0ne's post
i hope i interpret it right
and LtRhapthorne, if you could say "Why should I believe anything you(Dark0ne) say?" you shouldn't easily believe what modder from steam/valve have to say too, to be fair
and i'm not intend to start an argumentSolidusEkans wrote: Did the Nexus know this? Were the Nexus also under NDA about this? Have the Nexus made any money out of this yet?
You should make things clear Dark0ne, or people will start to think you're a two faced liar. (I don't, just to be clear)jediakyrol wrote: nope, that is exactly how it is...Nexus would have gotten a 1~5% cut if Chesko had checked them on his mod... ... ...... ... ...which he apparently didn't...or else it would have said on his mod "Service Providers: NexusMods"
It is up to the mod author not the Nexus to list the service provider. -
Hi All,
I was wondering if anyone would like to take a stab at making the X277 Viper Rail Gun from the Museum of Technology.
I was thinking it would be a cross between the Gauss and Plasma Caster. It would be heavy since it was a prototype and not very efficient. Possibly multiple MFC per shot. I think it would also be cool to have the "Tesla" effect on the barrel to show the electromagnets in operation. Since this is a very powerful weapon would there be a way to script a 1% chance on a critical hit to be an instant kill to reflect the projectile going through the target?
Would be a single shot, scoped, very loud, degrades on line with Gauss very limited repair (although can use alien epoxy to repair). Hi-tech yet lore friendly (if that makes sense)
I've tried to model/texture but can not as of yet (still in learning curve, and not very quickly progressing).
Thanks for looking.
This is from the wiki
The X277 "Viper" magnetic rail cannon was a weapon that was displayed in the Museum of Technology sometime before the events of Fallout 3.
BackgroundEdit
The X277 "Viper" magnetic rail cannon was developed for the U.S. Military by West-Tek. Also commonly referred to as a "railgun", the weapon uses energy cells to propel a depleted uranium round across a series of magnets discharging it at extremely high velocity. Deemed too costly to produce on a mass scale, the project was abandoned in 2044. The only known prototype was displayed in the Washington, D.C. Museum of Technology in 2077. As of 2277 it is unknown where this weapon has gone to.
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First off thank you for your continued hard work. It's why I became a lifetime premium member. Great site and very appreciated.
Now a question. I've tried to endorse and/or vote on files and I get a "you can't do without DL" etc but I've DL'd them a few days ago. Thoughts?
Thanks again
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couldn't agree more
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I've been premium since joining the Nexus, and went Lifetime about a year ago. Best move I did. Not only full access to Fallout 3, Fallout New Vegas (which are the main ones I use) but also when the next Fallout comes out I'm already good to go. I like the ability to see every mod that I've ever downloaded as well as the faster servers. Highly recommend going premium, and If you game a lot or with a certain Zenimax company get the lifetime membership.
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Do a Google search for "Owned!" by Regent Eagle, not sure if it's still on Nexus or not. It allows you to buy the property or if you kill the owner it becomes yours and you can live there or rent it out for caps.
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http://fallout3.nexusmods.com/mods/1627
Excellent mod by Quarn.
Works great can be accessed via Pipboy or you can drop it and it is a safe. Check it out. Should fit your needs.
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I play Unreal Tourny as well and had a thought of a weapon to be made, but I can't use the GECK for anything.
The idea is this, Flak Cannon
Retexture of Railway rifle, it uses Frag grenades for ammo and the frag explosion for the sound when firing, 1 shell = 15 projectiles, clip size is 4.
Essentially the frag goes off in the gun propelling the flak out violently, range is short, detection noise is high. Damage about the same as base frag grenade or mine when you're level one, I think it's 60 -70.
Ideally still a made weapon with schematics maybe adding the leaf blower to the railway rifle schematic, leaf blower acts as the hopper to hold the grenades prior to "loading" for firing.
What do you think?
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Hi all,
Installed NMM on an existing game, seemed to do fine until I tried to interact with Brisa http://www.fallout3nexus.com/downloads/file.php?id=14448
I couldn't interact with her at all, she still works as she should but no interaction. Also DarnUI no longer has the option to adjust settings when you go to the "settings" page on pausing the game. I've uninstalled and reinstalled both but no change.
Also is there going to be a "reactivate" option like FOMM has, and what about the versions of Tesnip etc.
Thanks
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I moved darn up in the load order and verified all the font folders. No mods have been added or deleted since it last "worked". Normally I'd get the mouse cursor on the Bethesda slide but I don't get the cursor or any words at all. Just stops at the final slide and loops music. Also I reloaded the ini etc with no fix either.
Thanks for the help and suggestions, they're appreciated, have no idea what's causing this.
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It happens to me often. As far as I understand, it happens when two incompatible mods are active in the load order, merged patch doesn't help (at least for me). I usually merge all the esp's into a single one but it sometimes work, sometimes doesn't. When it doesn't I just remove the last few mods I added and it works fine.
FO3 edit showed fine, and merged patch was made. Worked initially then on a new start up stopped working.
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Hi all,
Recently had to reinstall GOTY edition and my mods, worked fine, but today the slides at start up will run but "Continue, new, load" etc never show up. Nor does my mouse cursor, it just sits at that slide and loops the music. Any ideas?
Thanks
Andy
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Hi all,
I've seen a few of the "mini" firearms modded to fire mini nukes preventing the need to carry around the 30+ lb fatman.
I have an alternate idea for this need.
IF you pimp out your explosives skills with perks etc you can get the nuka grenade to approx 1000 damage, or 1/2 of a mini nuke.
We all know the behemoths are the damaging kings and take 2 mini nukes to drop.
My proposal and "want" is a "dart" gun that the schematic requires two of the tubing to make and it fires Nuka grenades at approx same range as the fatman.
Reason for this mod, Lore friendly alternative to the fatman that allows you to get the added range needed when dealing with a behemoth and that you can still drop in about 4 hits
Thanks
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Ok All,
I'm not sure where to post this, so I post it here and hope for the best.
first of I'm not a modder but play them on PC. (lame joke yes)
I've been noticing what's to me a troubling and frustrating trend on the Nexus that I'm GOING to female dog about.
A MOD IS A CREATION FOR THE ENJOYMENT OF THE PERSON THAT MADE THAT MOD. We just are lucky enough that ALOT of people enjoy sharing their hard work and efforts with the rest of us.
I AM TIRED OF THE CONSTANT ARGUING, BERATING, COMPLAINING, ETC about some mods. "it's not lore friendly" " who would download this" "that wouldn't work in real life" etc.
IF you're reading a mod and don't like it? MOVE ON. WE don't need nor want your *manure* in the comments.
I look at/download/ play a ton of mods, and I try to be constructive on feed back.
Is the mod as the modder intended? Does it function properly? Any bugs or conflicts? etc.
Telling a modder that the mod sucks because YOU think/feel it's a bad or "dumb" idea is conter productive to the modding community as a whole!!!
Are there alot of "God' items? Probably. But that DOES NOT give you the right to complain to the modder about it.
Most if not ALL of us have started by making our favorite weapon more "godlike", it does not help the community by belittleing someone for doing this and posting.
All of us were noobs at one time. Personal opinion has no place in criticism.
IF some one makes a dog into a sidearm that shoots tubs, is it bad or wrong? NO
It shows that they are gaining the skills needed to use the GECK properly and to maybe make the next FWE or FOOK or Feng Shui or Solace or Mad scienctist, etc etc etc
Modders need feedback and encouragement, that helps the community. Comments like "this isn't lore friendly" or "this is a waste of time" or "who would download this" or not only NOT helpful but unnecessary and unwanted.
Be contructive and respectful with the comments is my point.
Here ends my rant. Thank you
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Do you know what version of FOOK2 your running? (1.0 or RC 1.1)
I suspect it's 1.0 and if it is there were known bugs with the WOL quest.
Also I 'think' (key word - remember it) - that some of those mods you are using are not compatible with or redundant for FOOK2.
And if memory serves me correct there's a FOIP (Fallout Interoperability Patch) for MMM and FOOK2 (depending on what version of FOOK2)
I know as of 11/06/10 (Local time 1527) that the FOOK2 website is still having issues but I would suggest trying to get on to the site and checking the readme and known bug list. FOOK2 has finally been redone and the new RC 1.1 (with patches) is heaps better with regards to stability and fixes a lot of the CTD issues. The real *censored* is that it's recommended that you start a new game once you upgrade your FOOK2 or you'll be asking for even more problems.
Hope it helps.
Fook 2 1.1, MMM is actually NOT running, I've uninstalled all mods intergrated into Fook 2 1.1 that I could find on their site (ie Fellout, lights, etc)
Didn't realize there were issues with WOT with Fook 2, thanks for the heads up,
been trying to see on the Fook2 site as well.
And it was a new game as well.
thanks for the input
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depends on character style. Stealth characters would more likely carry two short blades on their backs, also throwing weapons were carried numerous locations, back being one.
Also I'd like to see swords on the back so I have my waist open for pistols, and carry the rifle. To go in order for fight, rifle for long range, pistols when they get closer, and swords if they get to melee.
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I've been toying with the idea of a player's home near Rockoplolis.
While you're scouting the area to find Vault 112 you come across a note and key possibly. You find a gated cave wide enough for a car to drive down, the cave needs to be secluded and somewhat hard to find, the key unlocks the gate, the note was for a caravan contact for help.
you navigate the cave and find a car with a camper attached to it yet, camper door is still on (interior of camper seperate cell)
The story is that a young couple on their honeymoon saw the bombs fall and drove into the caves for safety, they passed the family 'home" to their child, and so on.
You meet the great great grand son of the original couple. He is ill, his wife has just passed, and he feels that he has failed his family for not having an heir to continue the name.
He would like the PC to escort him to vault 112. He has always tried to make the wasteland a better place, and had heard about the Robobrains in the wastes and Vaults and wants to be turned into one to continue to help make the wasteland better, he's old and frail and feels this is his only chance. In exchange he'll give the PC the passcode to his home upon reaching the vault.
The camper is setup with stove, frig, food, workbench, holoprojector, library of books and holotapes, lab, and infirmary. Ofcourse a bed, couch, Ham radio, and radio. All compact sized to fit in a somewhat larger camper.
The exterior of the camper could have the workbench, an underground stream, fire pit with spit (like at Eulogy's pad)
I suck at the GECK and only get in it to find form id's to use with Feng Shui,
What do you guys think?
Can someone do it?
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Kaza's is also NOT active.
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Hi all,
I apologize if this has been addressed, couldn't find any solutions in my search, hence the post. I get a constant CTD when "The Waters of life' quest begins. I've tried "movetoqt" which puts me in RC science lab then crashes. I've tried setstage command, immediate crash. I'm using FO3GOTY with patch 1.7 Fose 1.2 beta 3 (one the Feng Shui recommends). Load order is copy/paste from fomm. I made a merged patch with f03edit as well. any suggestions???? Oh btw, MMM and Freecapa are NOT active.
Thanks all!!!!!!!!!!!!
Fallout3.esm
Masterlist Information: $Revision$, $Date$, $LastChangedBy$
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CALIBR.ESM
FOOK2 - Main.ESM
FOOK2 - [DIK] DLC Improvement Kit.ESM
FOOK2 - [*censored*] World And Neighbourhood Kit.esm
* The current load order of this mod does not match the current template
RH_IRONSIGHTS.esm
* This mod does not exist in the current template
Mart's Mutant Mod.esm (Inactive)
DCInteriors_ComboEdition.esm
shopping-spree.esp
* This mod does not exist in the current template
PowerOfTheAtom_FOOKandFWE.esp
* This mod does not exist in the current template
CONELRAD 640-1240.esp
MegatonScavengers.esp
* This mod does not exist in the current template
PiPBoy Light Range x6.esp
* This mod does not exist in the current template
PiPBoy White Light.esp
* This mod does not exist in the current template
solarchargerzeta.esp
* This mod does not exist in the current template
RH_IronSights_Basic_PittPlugin.esp
* This mod does not exist in the current template
MyMegatonAppleTree02.esp
* This mod does not exist in the current template
Prototype Neutron Pistol.esp
* This mod does not exist in the current template
richvendors.esp
* This mod does not exist in the current template
Portable Shack.esp
* This mod does not exist in the current template
Portable Turrets.esp
* This mod does not exist in the current template
cleo_adamantiumX.esp
* This mod does not exist in the current template
Sun Systems Chargers Console and Portable Home Edition.esp
* This mod does not exist in the current template
FF_PortableLabInfirmary.esp
* This mod does not exist in the current template
Mannequin.esp
* This mod does not exist in the current template
FF_WonderMeatMaker.esp
* This mod does not exist in the current template
MMHB_Bar.esp
* This mod does not exist in the current template
G- Backpacks raymochilas.esp
* This mod does not exist in the current template
Portable Home Small.esp
* This mod does not exist in the current template
Vault-Tec Experimental Dimensional Safe.esp
all_key fallout3.esp
* This mod does not exist in the current template
MoneyPrint.esp
* This mod does not exist in the current template
Caravan Tracking.esp
* This mod does not exist in the current template
2nd Home at Tenpennys [Engl].esp
* This mod does not exist in the current template
BM12PungaGardenPurchasable.esp
* This mod does not exist in the current template
Kaza's NorthwestSeneca.esp (Inactive)
* This mod does not exist in the current template
Tailor Maid.esp
* The current load order of this mod does not match the current template
Tailor Maid Black Retex.esp
* This mod does not exist in the current template
ConsoleCodes.esp
* This mod does not exist in the current template
Portable Distilling Lab.esp
* This mod does not exist in the current template
RipperReplacer.esp
* This mod does not exist in the current template
The Montgomery Manor1.esp
* This mod does not exist in the current template
stealthnecklace.esp
* This mod does not exist in the current template
RZW_Gramophone.esp
* This mod does not exist in the current template
ScavengerHideoutENG.esp
* This mod does not exist in the current template
Mini Butler.esp
* This mod does not exist in the current template
Gifts4Kids.esp
TakeEveryMovableItemENG.esp
* This mod does not exist in the current template
tenpennysuitblack.esp
* This mod does not exist in the current template
WIP_BigTown.esp
* This mod does not exist in the current template
Better RC Church.esp
* This mod does not exist in the current template
SShop.esp
* The current load order of this mod does not match the current template
Canterbury Boomtown.esp
* This mod does not exist in the current template
lamplight secrets.esp
* This mod does not exist in the current template
Portable Fire Barrel.esp
* This mod does not exist in the current template
Merged_RC_Sunglasses-Joes_v1.0.esp
* This mod does not exist in the current template
Kings Bible.esp
* This mod does not exist in the current template
RH_IronSights_Basic_PointLookoutPlugin.esp
* This mod does not exist in the current template
RH_IronSights_Basic_VanillaPlugin.esp
* This mod does not exist in the current template
CEI - CaesarrulezExcessiveInteriorsEN.esp
* This mod does not exist in the current template
DCInteriors_DLC_Collectables.esp
* This mod does not exist in the current template
New_Eyebot.esp
* This mod does not exist in the current template
Enhanced Tenpenny Suite.esp
* This mod does not exist in the current template
FalloutFood.esp
* This mod does not exist in the current template
freecapa.esp (Inactive)
* This mod does not exist in the current template
Innovational Reconstruction.esp
* This mod does not exist in the current template
Mart's Mutant Mod.esp (Inactive)
* The current load order of this mod does not match the current template
Mart's Mutant Mod - Increased Increased Spawns.esp (Inactive)
* The current load order of this mod does not match the current template
Mart's Mutant Mod - Hunting & Looting.esp (Inactive)
* The current load order of this mod does not match the current template
Mart's Mutant Mod - Natural Selection.esp (Inactive)
* The current load order of this mod does not match the current template
Mart's Mutant Mod - Tougher Traders.esp (Inactive)
* The current load order of this mod does not match the current template
Mart's Mutant Mod - Zones Respawn.esp (Inactive)
* The current load order of this mod does not match the current template
Mart's Mutant Mod - DLC Anchorage.esp (Inactive)
* The current load order of this mod does not match the current template
Mart's Mutant Mod - DLC The Pitt.esp (Inactive)
* The current load order of this mod does not match the current template
Mart's Mutant Mod - DLC Point Lookout.esp (Inactive)
* The current load order of this mod does not match the current template
Mart's Mutant Mod - DLC Broken Steel.esp (Inactive)
* The current load order of this mod does not match the current template
Mart's Mutant Mod - DLC Zeta.esp (Inactive)
* The current load order of this mod does not match the current template
MMM Better muties.esp (Inactive)
* This mod does not exist in the current template
burke-player-house.esp (Inactive)
* This mod does not exist in the current template
RunFaster150percent.esp
* This mod does not exist in the current template
Fallin3 South East Wasteland.esp
* This mod does not exist in the current template
Esplanade.esp
* This mod does not exist in the current template
JHB House Robots Can Repair.esp
* This mod does not exist in the current template
Rivet City CLEANED.esp
* This mod does not exist in the current template
Cleaned Museum.esp
* This mod does not exist in the current template
JetPack.esp
* This mod does not exist in the current template
Feng Shui.esp
* This mod does not exist in the current template
Feng Shui - Keymap Template.esp
* This mod does not exist in the current template
RobCo Certified.esp
* The current load order of this mod does not match the current template
freecapb.esp (Inactive)
* This mod does not exist in the current template
Pip-Boy Modules.esp
* This mod does not exist in the current template
NukaColaPlus.esp
* This mod does not exist in the current template
FOOK2 - Main.esp
* The current load order of this mod does not match the current template
! This plugin requires 'calibr.esm and fook2 - main.esm', which was not found
FOOK2 - [EVE] Energy Visuals Enhanced.esp
* The current load order of this mod does not match the current template
FOOK2 - [DIK] DLC Improvement Kit.esp
* The current load order of this mod does not match the current template
! This plugin requires 'anchorage.esm, thepitt.esm, brokensteel.esm, pointlookout.esm, calibr.esm, and fook2 - main.esm', which was not found
FOOK2 - Mothership Zeta.esp
* The current load order of this mod does not match the current template
! This plugin requires 'fook2 - main.esm and zeta.esm', which was not found
FOOK2 - Main [Hotfix].esp
* This mod does not exist in the current template
FOOK2 - DIK [Hotfix].esp
* This mod does not exist in the current template
The order that the current template suggests is as follows:
fallout3.esm
anchorage.esm
thepitt.esm
brokensteel.esm
pointlookout.esm
zeta.esm
calibr.esm
fook2 - main.esm
fook2 - [*censored*] world and neighbourhood kit.esm
rh_ironsights.esm
fook2 - [dik] dlc improvement kit.esm
mart's mutant mod.esm
dcinteriors_comboedition.esm
shopping-spree.esp
poweroftheatom_fookandfwe.esp
conelrad 640-1240.esp
megatonscavengers.esp
pipboy light range x6.esp
pipboy white light.esp
solarchargerzeta.esp
rh_ironsights_basic_pittplugin.esp
mymegatonappletree02.esp
prototype neutron pistol.esp
richvendors.esp
portable shack.esp
portable turrets.esp
cleo_adamantiumx.esp
sun systems chargers console and portable home edition.esp
ff_portablelabinfirmary.esp
mannequin.esp
ff_wondermeatmaker.esp
mmhb_bar.esp
g- backpacks raymochilas.esp
portable home small.esp
sshop.esp
canterbury boomtown.esp
lamplight secrets.esp
portable fire barrel.esp
merged_rc_sunglasses-joes_v1.0.esp
kings bible.esp
rh_ironsights_basic_pointlookoutplugin.esp
rh_ironsights_basic_vanillaplugin.esp
cei - caesarrulezexcessiveinteriorsen.esp
dcinteriors_dlc_collectables.esp
new_eyebot.esp
enhanced tenpenny suite.esp
falloutfood.esp
freecapa.esp
innovational reconstruction.esp
fook2 - main.esp
fook2 - [eve] energy visuals enhanced.esp
fook2 - [dik] dlc improvement kit.esp
fook2 - mothership zeta.esp
tailor maid.esp
tailor maid black retex.esp
consolecodes.esp
portable distilling lab.esp
ripperreplacer.esp
the montgomery manor1.esp
stealthnecklace.esp
rzw_gramophone.esp
scavengerhideouteng.esp
mini butler.esp
robco certified.esp
freecapb.esp
pip-boy modules.esp
nukacolaplus.esp
mart's mutant mod.esp
mart's mutant mod - dlc anchorage.esp
mart's mutant mod - dlc the pitt.esp
mart's mutant mod - dlc broken steel.esp
mart's mutant mod - dlc point lookout.esp
mart's mutant mod - dlc zeta.esp
mmm better muties.esp
burke-player-house.esp
runfaster150percent.esp
fallin3 south east wasteland.esp
esplanade.esp
jhb house robots can repair.esp
rivet city cleaned.esp
cleaned museum.esp
jetpack.esp
feng shui.esp
feng shui - keymap template.esp
mart's mutant mod - hunting & looting.esp
mart's mutant mod - increased increased spawns.esp
mart's mutant mod - natural selection.esp
mart's mutant mod - tougher traders.esp
mart's mutant mod - zones respawn.esp
vault-tec experimental dimensional safe.esp
all_key fallout3.esp
moneyprint.esp
caravan tracking.esp
2nd home at tenpennys [engl].esp
bm12pungagardenpurchasable.esp
kaza's northwestseneca.esp
gifts4kids.esp
takeeverymovableitemeng.esp
tenpennysuitblack.esp
wip_bigtown.esp
better rc church.esp
fook2 - main [hotfix].esp
fook2 - dik [hotfix].esp
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Items I'd like to see are : Projector, computer terminal, main frame, mop bucket, flag, posters, small round table, possibly the cabinets from Point lookout, some of the chairs, tables, computers, etc from Zeta would be cool, the medical equipment would be great, surgery table and light, IV stand, etc
SSSOOOOOOOOOOOOOOOOOOOO many possiblilities with this mod.
Can't say enough how cool of a mod this is.
Big thanks to Hughpinball!!!!!!!!
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Hi all,
I'm using FOMM, FOSE, FOOK
After Take it back it goes through the "ending" but then goes to start, doesn't hit the "two weeks later" screen to begin Broken Steel. Suggestions? Load order is
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CALIBR.esm
FOOK.esm
CRAFT.esm
ZetaMerchant.esp
All Your Bananas.esm
CMF-Zeta.esm
FOOK - Tougher Enemies.esp
FOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.esp
FOOK - The Pitt.esp
FOOK - Additional Power Armor Training.esp
FOOK - Reduced Armor Boni.esp
FOOK - Test Container.esp
FolloweresEnterNewCell.esp
reduced karma loss for Stealing.esp
Repair Rethought.esp
Better Caravans.esp
Lawbringer Boutnies Ver1.1.esp
AllUniquesAdded.esp
Rawlings_Deagle.esp
Trophies - Megaton.esp
DCInteriors_Georgtown.esp
Armored Vests.esp
NoQuestItems.esp
Vault-Tec Experimental Dimensional Safe.esp
amjycollector merchants.esp
RaiderMask.esp
VDSP-01.esp
FOOK - Anchorage.esp
Mannequin.esp
DariaTheDishonest.esp
Echo_BatteryCharger.esp
BS_1.3EN.esp
Broadway_cinema.esp
Caravan Tracking.esp
CitadelArmory.esp
EnclaveInflaritate.esp
BM12PungaGardenPurchasable.esp
MyMegatonHomeAmmoPress.esp
VDSC.esp
Dree Perks Requested by Fans .esp
Dree Perks.esp
Dree Repairs for Mothership Zeta.esp
Dree_Repair.esp
Dree_Repair_for_Anchorage.esp
Dree_Repair_for_Pitts.esp
Dree_Repair_for_Broken_Steel.esp
Dree_Repairs_for_Point_Lookout_DLC.esp
MZAllAccessPass.esp
CRAFT - Activation Perk.esp
cleo_adamantiumX.esp
FOOK - Owned!.esp
better lab.esp
FOOK - Anchorage hotfix.esp
HP points rebalanced.esp
iliary_rus hunger and thrist 7 10 eng.esp
Better Wasteland Clipboards.esp
FOOK - Point Lookout.esp
FOOK - Broken Steel.esp
ZetaHappy.esp
CMF-Zeta.esp
ZOMGMAGNUMPIC.esp
Prototype Neutron Pistol.esp
Enable All Hair and HeadParts.esp
shopping-spree.esp
Alien SMG.esp
companionguns.esp
Advanced Alien Blaster.esp
Jimmy.esp
cuddles.esp
ARC - Assembled Robotic Companions.esp
FOOK.esp
Total active plugins: 77
Total plugins: 78
Armor mashup request
in Mod Ideas
Posted
Thanks for the replies, Ideally take the Elite Riot gear armor and add the back belt bags from the leather armor to the thigh area on one leg. The belt pouch bag from the Elder robes to the other side opposite the canteen. Add the bandoleer bags from the Merc adventurer armor. Basically an armor that you could see "holding" numerous types and quantities of ammo, meds, caps, etc etc.
And yes I am trying to learn how to do things like this but my schedule is so tight currently It'll be when Fallout 6 is released before I'm ready :)