fallout 4 мод gunner operator

Please log in or register

To enjoy the benefits of Nexus Mods, please log in or register a new account

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Adds CBBE Bodyslide files to Gunner Operator 1.3!

Nexus requirements

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

This author has not credited anyone else in this file

Donation Points system

This mod is not opted-in to receive Donation Points

Version 1.3.3

Version 1.3.2

Version 1.3.1

This mod adds CBBE Bodyslide support to EvTital’s mod: Gunner Operator.

It is available for Version 1.3.1

I have seen that many people were waiting for someone to make the CBBE Bodyslide files for this mod.

In case of any bug, please notify it, it’s my first Bodyslide file, no bugs as far as I’ve seen, but some CBBE Body Presets could cause problems (mostly the ones with small breasts)

Special Thanks to:

EvTital:
For the mod.

Reema The Roamer.
For the video tutorial of Uni-Boob!
Video.



Источник

Please log in or register

To enjoy the benefits of Nexus Mods, please log in or register a new account

Gunner Operator IKAROS Conversion

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Conversion of Gunner Operator for the IKAROS race

Nexus requirements

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Donation Points system

This mod is opted-in to receive Donation Points

Version 1.1

Version 1.0

Premium membership donations accepted

Converts the Gunner Operator outfits to work with the IKAROS race

Adds additional outfits with the IKAROS body in addtion to the normal human ones and another pair of gloves with the IKAROS hands.

New bodyslide files are TWB based so CBBE presets will also work.

Also added new hats and balaclava to fit the slightly larger Ikaros head.

Change the body and glow color at the armor workbench. Glow chip not needed.

Don’t forget to build new outfits in bodyslide. Look in Gunner Operator group or search IKAROS.
(Gunner Operator Outfit 01 IKAROS, Gunner Operator Outfit 02 IKAROS, Gunner Operator Outfit 03 IKAROS, Gunner Operator Outfit 04 IKAROS, and Gunner Operator Outfit 05 IKAROS)
Prebuilt meshes use SBBE Curvy preset

Added Fusion Girl Bodyslide files as optional download (Only for the new outfits didn’t convert any of the originals). Named Gunner Operator Outfit 01 IKAROS FG etc. Untested at the moment, feedback appreciated 🙂

V 1.1 Adds glow color change, merged prebuilt meshes into main download.
Don’t forget to rebuild your outfits after installling

Источник

Please log in or register

To enjoy the benefits of Nexus Mods, please log in or register a new account

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Entirely new catalogue of clothing for the organization known as the gunners.

DLC requirements

Nexus requirements

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

This author has not credited anyone else in this file

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

This mod changes the entire catalogue of clothes for the gunners.
This includes the following changes:

Gunners spawn in 2 variants of the PMC outfit.
Gunner bosses spawn in a variation of the Chosen of Atom set.
They spawn with a random piece of headgear or a combination of 2.
Caravan guards are now hired gunners.
Parson guards are now hired gunners.
MacCready has his own skin for the PMC outfit.

The PMC outfit has been renamed from PMC Operator Outfit to Gunner PMC Outfit.
The outfit has 2 color schemes: 1 is military green, 1 is a green camo pattern.
It’s a full set of armor, nothing can be equipped over it. It’s balance has been compensated for it.
There are various headgears to be found on gunners: 2 PMC helmets, 2 skull masks, 2 caps, 1 gunner helmet & 1 gunner mask.
Textures have been adjusted to fit the same green.
They can spawn with one of these at random, the gunner mask is a 50% chance to be included.
The gunner mask comes with a preinstalled Recon Visor module.
The gunner helmet can only be found on a single boss & 2 corpses. It looks very derpy without the mask so it has been excluded from spawning.
The CoA outfit has been renamed from DB-507 Outfit to Gunner Outfit.
The used skin for this outfit has been retextured to fit the green on the Gunner PMC Outfit.
Some bosses have a coat, some don’t. They spawn with a predetermined set of headgear. None look the same.
The only way to get a black skull mask is from a boss.
There are 2 full Gunner outfits to be found on 2 gunner corpses.
One is Sal in Jamaica Plain, another is Lanier in World of Refreshment from the Nuka DLC. (See FAQ)
Regular gunners all spawn with a left arm armor. This one has a gunner patch on it.
They have a 50% chance to spawn with a right arm armor.
This makes them a bit beefier. It fits very well with the PMC Outfit & adds their faction logo.
Caravan guards are hired mercenaries. Gunners are mercenaries. It only makes sense
This includes all 3 major traveling merchants, and the 2 smaller one.
MacCready makes use of the desert night skin. It makes him unique amongst the other gunners.
No reason to throw away a good set of armor.
Zachariah from the Nuka DLC, is an ex gunner holed up in the Grandchester Mystery Mansion.
He has a mix match of various gunner gear, combined with vanilla pieces. Whatever he could grab before he dipped.
The ballistic skull mask has been included into the mod.
The textures have been adjusted to remove the bullet hole & the rings. Also adjusted the color to fit.
The mesh has been adjusted to prevent clipping of certain hairstyles.
The cap has been included into the mod.
The textures have been adjusted to fit the color scheme.
The mesh has been adjusted to prevent clipping on both sexes.
Both of these have been renamed to fit with the rest of the gunner gear.

Читайте также:  как сделать экран более теплым виндовс 10

Both armor sets are NOT craftable and only obtainable from whomever wears it.
Once obtained, they can be modified like usual.
The CoA set can no longer be found on the Children of Atom.
Rebalanced both sets.

The CoA overcoat clips with the pipboy.
Adjusting the mesh is not possible.
You can however put the «short sleeves» mod on it, so it doesn’t clip.

The weapons being visible on the NPC’s is not included in this mod. Here

Glorious GIF Example

Download with any mod manager.
Nuka World is required.

EvTital’s Private Military Company is required.
Adshield’s PMC Extended is required.
Niero’s Chosen Of Atom is required.
Make sure to get the skinpack, the included textures are low resolution.
Just read, you will figure out how to get them for free.

The mod touches gunner NPC’s & outfits.
No mod I know touches the outfits which means it’s compatible with everything.
The NPC records I touch are very rarely used by other mods. Nothing to worry about.
Obviously a very similar mod might do unexpected things.

The clothing will only show up on NPC’s that have not yet spawned.
If you install this mod in the middle of a game, it might take several in game days to update.
They will be naked.

If you use a body mod, it will most likely need a patch.
If there is a patch already available somewhere for the armor or clothing used, then it will work out of the box.
I will not make any of these patches.

I made several patches for an array of gameplay overhaul mods.
Download the main file then overwrite with whatever patch you need.
The main esp works for Vanilla, Lunar Fallout Overhaul, Unbogus Fallout Overhaul & Immersive Gameplay.
Extra note on IG: The added gunner combat armor is unused. The added gunner NPC’s are fully compatible without a patch.

Operation Wilkes Estate is fully compatible. Here

The patches makes all other cross patches obsolete.
Do not use them. This includes Horizon.

This mod needs to be placed after whatever gameplay overhaul you use.
In other words, my mod needs to win the conflicts.

Multiple BLD patches from the Look At Me series need to be merged together.
See my other mod, Stop Disliking Me, for a video & article, if you don’t know how to do that.
Open up FormID list, It should be pretty straightforward what needs to be done.

Why make this?
In the same vein as the other editions, it started as a personal overhaul of the gunner clothing giving them more unity.
Same as the other editions, no mod on the nexus fills this niche.
I also really like Niero’s armors, and it’s a way to immersively include them into the game.

What changed from the previous iteration?
I brought another one of Niero’s armor into it for the bosses. Adjusted it to fit with the PMC skins.
The headgear felt a little lackluster in terms of variation so I stumbled across this cap mod. Adjusted those textures to fit.
Both the cap mod & the skull mask mod have been absorbed into the mod to keep requirements as low as possible.
With the addition of the CoA set, I was able to add some armor to beef them up a bit and show their faction logo.
Overall they look much more varied now.

Why make them not craftable?
It’s an easy integration into the game without creating conflicts, that’s why every mod author does it.
I like my immersion and prefer to get it from somewhere in the game that makes sense.
The PMC armor can be had from gunners or the dead bodies around the commonwealth & nukaworld.
The CoA set can be gotten as a reward from killing gunner bosses. Or finding it on those 2 dead bodies.

Читайте также:  deck of ashes коды

What’s with the full set?
Since the gunner mask is a 50/50 spawn and the helmet looks so derpy standalone, I excluded it from spawning on regular gunners.
I managed to add it on one of the gunner bosses, but felt like it needed to be found more if someone wanted it.
Since it can’t be crafted or bought, I added it on those 2 dead bodies.
Both of these bodies were also leaders of their respective missions that got them killed, so immersion wise it makes sense.
There is 1 more NPC like this in the Museum of Witchcraft, Major Jefferies. He kept spawning with the PMC Outfit for some reason and I got tired of testing it.
So in case you were wondering why this logic doesn’t apply to that guy, that’s the reason.

EvTital
Letting me use PMC as a base for this mod.
Private Military Company

HeroicPie
Allowing me to include & modify his skull mask.
Ballistic Skull Masks

DerPanzerGraf
Allowing me to include & modify his cap
High Speed Caps

chrislor2882
For the horizon patch as an example, saving me hours of time to decipher that mod.
Armors & Clothes Horizon

SaiSei
Rebalancing, tweaking and assembling the mod.

Источник

Please log in or register

To enjoy the benefits of Nexus Mods, please log in or register a new account

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Turn the Gunners from reskinned Raiders to an actually interesting faction!

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Bethesda
FO4Edit team
Jebbalon and Elys for bug fix help
Mattiewagg for scripting help
Goretexx for the banners

VOICE ACTORS: SkyBlu17 and TezzLaCoil

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

Version 1.1

The faction mod you never knew you needed! Finally, the Gunners can become what they should have always been: hard-as-nails mercenaries that only waste bullets if they know they’re getting paid, not just because someone in a blue and yellow jumpsuit happens to wander into their sight-lines.

Welcome to Gunners Overhaul.

Essentially this mod makes the Gunners friendly to the player at the start of the game. It also makes all containers and useful items in Gunner areas belong to the Gunner faction, which means you have to steal it from them.

There’s a lot of things I don’t like about Fallout 4 compared to previous Fallout games, but most of these things come down to a single aspect: the loss of player choice. Factions are one such instance of this. The Gunners are supposed to be a mercenary group, so I was looking forward to a Talon Company / Fighter’s Guild-style quest with some lawful evil stuff going on. Instead, the Gunners are just reskinned Raiders. Not only is this boring and more in keeping with the FPS-style of FO4, it completely destroys the player’s opportunity to make choices about how he or she will interact with that faction. I found that sad and un-immersive, so I made this mod to fix it.

— Vault 75
— Vault 95
— Quincy Ruins
— Greenetech Genetics
— HalluciGen Inc.
— Mass Bay Medical Centre
— Gunners Plaza
— Mass Pike Interchange
— Postal Square
— Hub City Auto Wreckers

See a review from kristakahashi and Ariane Vai here!

Install with NMM or manually. If updating, overwrite old files.

To install manually:
1. Download and unzip
2. Place ‘GunnersOverhaul.esp’ into the steamapps/common/Fallout 4/Data folder
3. Place the Voice folder in steamapps/common/Fallout 4/Data/sound
4. Place the Fragments folder in steamapps/common/Fallout 4/Data/Scripts

— Fallout.esm.
— Does NOT require a new save.

— Wasteland Grunts, as it only changes textures. Highly recommended!
— Alternate Start and Another Life, works very well with the ‘Gunner’ starting occupation!
— Gunner Blood-Type Tattoos, a must for Gunner player characters

— Anything that changes the ownership of specific items in the areas mentioned above

I will accept any and all help to improve this mod. If you believe you have an idea, talent, or piece of knowledge that could help further the aims of this mod, please send me a message or comment in the forum.

— Voice acting for ordinary Gunners (male and female), Quartermasters (male), and Contractors (male)
— Wider range of Quartermasters (e.g. weapons, chems, food, etc.)
— Continue adding Gunner faction to items in Gunner areas, particularly in the Wilderness (full list of Gunner locations in the Commonwealth needed)
Unique Gunner bosses in main Gunner areas

— Add a radiant quest (kill at

for ), to be acquired from a Contractor (if you have quest / script experience, please message me to help out)
Add a quest based on carrying out a specific contract

— Add a quest based around defeating the Minutemen

VOICE ACTING

Читайте также:  как делать бутылки в майнкрафте

If you are willing and capable of providing voices, please see the current list of unvoiced lines below:

«You got a contract for us?»

«Better watch yourself around here.»

«One wrong step and you’re dead.»

«. current contract’s a load of shit. «

«. can’t wait to get a new contract. «

«. damn Raiders, when they gonna learn. «

«. higher ups are busting my ass here. «

«. I must be up for promotion soon. «

«. one day we’ll get those chumps in Diamond City. «

«Glad you’ve come to your senses. Now, let’s get back to making caps, shall we?»

«Come back when you’ve got the caps.»

«Fuck off, then, and don’t go near Gunner territory if you know what’s good for you.»

«Just slide me the caps and I’ll do the rest.»

«Come back in a little while, and I might have some work for you.»

«Slow one, are ya? You go where I tell you. You kill everything. I pay you. Simple enough?»

«Good choice. Here, let me mark the location for you.»

«Ready to start that contract yet?»

«You there. I’ve got a job for you, if you like caps and killing things.»

«We’ve got a contract to deal with a Super Mutant Behemoth that’s been causing trouble.»

«We’ve got a contract to deal with a Mirelurk Queen that’s been causing trouble.»

«Kill it for us and I’ll see to it that you get a decent share of the caps.»

«Contract won’t last forever, you know.»

«You deaf or something? I want you to kill a Behemoth. That clear enough?»

«You deaf or something? I want you to kill a Mirelurk Queen. That clear enough?»

«Don’t disappoint us.»

«Good work. Here’s your caps. Come back sometime if you want more work.»

«Come back when you’re done.»

CURRENT BUGS

CURRENT FIXES

If the Contractors do not clear your bounty, you can manually reset Gunner affiliation by using the following console command (press the apostrophe key ( ‘ ) to activate the console):

«setEnemy 58303 1c21c 1»

without quotes. Bear in mind this will not clear your bounty, merely make the Gunners friendly again. Thanks to user SubnovaJH for this fix.

Your mod broke everything!

I find that highly unlikely considering how small it is, but explain your issue in the comments and I’ll do what I can.

How often will you update this mod?

Wait, so did you, like, manually change the ownership on hundreds of items?

Yes. If there is a way to add ownership to multiple items at once, don’t tell me. It’s already too late.

What’s the script that resets the crime for the Gunners?

What’s the pre-combined mesh data error, and how did you fix it?

In the FO4 Creation Kit, when you edit a reference in a cell, you need to clear the pre-combined mesh data for that reference’s BaseForm and then rebuilt the data of the cell. It doesn’t take very long unless you’ve edited hundreds of references, as in my case. Elys explains it as follows:

From what I have understood so far if you modify a vanilla reference in a cell, you have to:

Right click on the BaseForm (not the reference) for the reference and choose «Clear Affected Cell for Precombine Data». (which is already weird since if its a BaseFrom used in many cells, it will clear all the related cells.)

Then on Cell View window, you have to right click on each related cells and choose «Update Precombine/PreVis Timestamp»

Basically doing all that disable the precombined meshes (which are used to improve rendering performance) on those cells.

Once again, you only need to do that if you modify a vanilla reference inside a cell, adding new references is not an issue.

PS: You don’t need to «directly» modify a reference to have to do all that. For example, just setting a quest reference alias to a vanilla reference can set the Persistent flag on the reference.
That’s what happend with this mod. I had to clean all Precombined data on each cell containing the Magazines references that I use Alias on. (Bobbleheads were already Persistent flagged so they were not an issue)

Maybe there is a workaround by using ESM files instead of ESP. But I have no informations on that point.

PS: Not cleaning/updating precombined mesh errors is not just about framerate, it can cause random white textures or big chunk of area turning invisible.

I’ve noticed that on The Collector’s Guides, sometime nothing was noticeable, sometimes fog was missing, sometime just a texture, sometime a whole bunch of the area turned invisible.

All of that because I set persistent flag on references but touch absolutely nothing else xD

if you modified references with baseform used in other cells you don’t need to modify, then this trick might work:

Do the cleaning thingie on the baseforms, precombine update the cell you modify, save the plugin, Open it in FO4Edit and delete all Cell record but yours.

Do you make any other mods?

Bethesda
FO4Edit team
Jebbalon and Elys for bug fix help
Mattiewagg for scripting help
Goretexx for the banners

Источник

Компьютерный онлайн портал