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Shirtless/Bare-Chested Armors and Outfits for Males


RextheRobot

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OK added the skin shader/facegen flag, and a simple script to add it to your inventory, the new rar is here. You don't have to do much;

 

Make a clean save (remove berserker01 from your mod list in your launcher of choice, fire up the game and save it, then exit). delete the old berserker01.esp. Unrar berserker01B3.rar and drop it's contents in your data folder. Select the new berserker01.esp in your launcher of choice, and load the clean save you just made. About 5 seconds later the armor will be automatically added to your inventory.

 

The armor is a separate item. When you edit it's stats, it's named berserker01. And you probably will want to edit it, since I just cut everything in half (half dt, medium armor instead of heavy, value, etc). I think I also removed the gloves as well. The original power armor had your typical formlists like restricted animation, bad armor for travel light etc, but I didn't add them as it didn't seem appropriate for a berserker character and the top half of the armor being unrestricted.

 

The remaining mesh bug is probably still there but I can't test that over a vpn (slideshow city). When I figure out what's causing it, I'll update the armor.

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Also I think it might be a good idea to build up the upper body. The model doesn't look like a berserker (no surprise since it's a raider/fiend and tweakers aren't known for their physique). I'v been contemplating a way of swapping out body models based wholly on race via script (swapping different meshes). One aspect of it would be the strength characteristic. For those that have a low strength of 1 or 2, the models would be significantly skinnier, for 3 or 4 the models would look a little scrawny, 5-7 might be normal (vanilla meshes), 8-9 built up (bulkier physiques) and 10 even more so. I'll float the idea in the requests section when I'v got a better grasp on it, but I think a more developed physique would really benefit this model specifically.
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the mesh is indeed remaining behind :tongue: other than that its working perfect!

OK I'll post to some of the forums and see if I can't figure out what the probelme is, probably something in the export settings.

 

by the way I really liked your idea about upper body growth related to the strength stat, that's brilliant. could be the basis for a bunch of "class" specific custom armors perhaps!

I think it could be good for certain types of armor/outfits to really reinforce in game immersion, where strength has a visual component.

 

It would be nice to see everything from scrawny to brawny weastelander NPCs as well.....but that's a bit of a different game mechanic. However if a lot of models were made, I'd push hard to find a practical way to make it available to NPCs (at least for companions, they could probably use the same method as the player).

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this is such a strange problem, i spent some time last night messing with the mesh placement and for some reason it now happens on *all* the berserker armor files, not just the most recent one. i'm even using my own ESP from geck and it's still happening despite going on your dropbox and using older versions of the folders containing the .nif files. very strange because before this problem started happening the armors were working fine with the exception of the backpack and not showing up in the inventory, but then once you gave me that version with the quest script the mesh started remaining behind. i've also noticed that it appears on enclave soldiers(Who are in the the game through mods) as a replacer for the default enclave power armor! it seems like it might have something to do with having changed the vanilla naked model as now he lacks the white t-shirt when undressed.

man i hope something can be figured out... been anticipating this so much and now its so close!

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