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Vault suits 81 and 111


SirDanest

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I made the assumption that the vault 111 suit was largely unique to the player through most of the game, so I thought it would be a great suit to experiment with editing the mesh/bodyslide outfit studio, etc.
But then I come across the 81 suits, and I see that they are also edited the same way.
I guess they use the same mesh with just a different number (texture), then? Ugh, disappointing.

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Easy way around it is to duplicate the nif and then make a small mod that points the vault 111 outfit to the duplicate mesh. You should then be able to make bodyslide changes to your v111 mesh without fear of duplicating it with every other vault suit in the game.
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All vault suits use the same mesh, I mean 4 meshes: male, female, child and ground model (and 1st person male and female). Even the same textures (clean female, clean male, dirty female and dirty male), only numbers on the back are different. It just saves a lot of space, cause 1 BGSM file takes only 1 KB.

 

I figured out how to use a different texture for each vault suit and I made a tutorial about it. Thanks to Elianora I managed to make a unique lab uniform for each vault.

 

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All vault suits use the same mesh, I mean 4 meshes: male, female, child and ground model (and 1st person male and female). Even the same textures (clean female, clean male, dirty female and dirty male), only numbers on the back are different. It just saves a lot of space, cause 1 BGSM file takes only 1 KB.

 

I figured out how to use a different texture for each vault suit and I made a tutorial about it. Thanks to Elianora I managed to make a unique lab uniform for each vault.

 

I noticed you have an esp for download there too. Does it do anything on its own?

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All vault suits use the same mesh, I mean 4 meshes: male, female, child and ground model (and 1st person male and female). Even the same textures (clean female, clean male, dirty female and dirty male), only numbers on the back are different. It just saves a lot of space, cause 1 BGSM file takes only 1 KB.

 

I figured out how to use a different texture for each vault suit and I made a tutorial about it. Thanks to Elianora I managed to make a unique lab uniform for each vault.

 

I noticed you have an esp for download there too. Does it do anything on its own?

 

 

Anything? Yes, if you have this plugin, you don't need Creation Kit, but you have to follow the tutorial, read it carefully and all filenames and paths must be correct.

 

I added it on request. I used the Creation Kit for this tutorial (it's easy to preview and explain), and the person who asked for the plugin wanted to open it with Fo4Edit, see what changes I made and figure out how to make same changes with Fo4Edit.

 

I couldn't release other files, like textures, cause there belong to their authors and some of those authors are no longer active. That's the reason I made this as a tutorial, rather than a mod. And id you do it yourself, you can use whichever texture you want, even make your own textures. You said, you want to use custom meshes, so it's very simple, just change the path to the .nif file.

 

I didn't want to just use recolors. There are some mods that make vault suit colors moddable at armor workbenches - they use either simple recolors or palettes/remapping. I could make a tutorial or write an artical about remapping too, but I don't use it for vault suits, cause I wanted to use 7 from 10 coolest retextures i found on Nexus.

 

The main problem was that all these mods, except only 2, edit only the wearable suit, and suits found on skeletons in V111 in V95 are still light blue with brown numbers. I usually don't pay much attention to details, but this really bugs me. For Vault 95 I had to choose a vanilla texture or similar.

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I really only need to point the 111 suit to a new mesh, the other vault suits don't concern me as long as they aren't using the shape shape/mesh. Unfortunately it seems so much more complicated than previous creation kits. Before in previous games, I'd just go to a box in the geck, click, and select the new mesh. But I only see world model boxes when I open up vault 111 suit. It's so much more complex, paging through tutorial after tutorial trying to scan it for one tidbit of info; I feel like I'm blind and missing something,

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In the CK, paths to mesh files are under: Items/Armoraddon/AAVault111Suit/Biped Model for the dirty version and Items/Armoraddon/AAVault111SuitClean/Biped Model for the clean version.

 

It is a bit more complicated than in FNV. Clothing/Armor items may use more than one 'armor addon', e.g. Helmeted Cage Armor consists of: Underarmor (Drifter's outfit), Heavy Armor (armor plates) and helmet, some other clothes consist of basic clothes and gloves.

Edited by MeetTheFuture
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