фоллаут 4 мод на броню дарта вейдера
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About this mod
Carve your way through the Commonwealth with the iconic weapon of the Jedi and Sith. Personalize your weapon with a plethora of hilt styles, blade colors, blade lengths and sound options!
This mod does not have any known dependencies other than the base game.
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File credits
Ajhakra for his custom cubemaps.
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Version 3.5
Version 3.4b
Version 3.4a
Version 3.4
Version 3.3.1
Version 3.3
Version 3.2
Version 3.1
Shrunk the Toa hilt slightly
Tweaked the positioning of the Luke ANH hilt
Added Qui-Gon’s hilt
Enabled the Automatic flag on the lightsaber so it can be more effectively used in VR.
Adjusted the impact effect for the lightsaber when it strikes hard things. It’ll now throw off normal sparks rather than the red laser sparks.
Added a few new sounds.
Added Visible Weapons support! Most of the hilts (save one) can now appear on your hip with an appropriate belt clip, provided you’re using the Visible Weapons mod. You can of course just wear the apparel hilts without Visible Weapons, but there won’t be any dynamic holstering/unholstering of the saber. The apparel hilts can be crafted at a chem station under a new category, Lightsaber Holster. None of the holsters have a material requirement since they’re just cosmetic items. The lightsaber in its default state has been set up so it’ll work out of the box, but if you’re gonna use any other hilt you will need to unlink things and relink it to the appropriate apparel hilt (once you’ve made it of course).
The lightsaber now starts off with the low-power module set, whether crafted or picked up in Virgil’s lab.
Redid leveling of the lightsaber on Synths, now there are dedicated saber-synths and saber-Coursers that have been script-mixed into the synth lists
Reduced the Science requirement for the lightsaber crystals
The precise blades now have an emitter flare. On top of this the McQuarrie blades have had their emitter flares revised.
Version 3.0
Added a silver material swap for the Inrita hilt
Fixed short unstable blade requiring refined crystals instead of cracked ones to craft.
Made Unstable variants of the precise blades. These require both cracked and compressed crystals to make.
Removed the lightsaber from the Institute Boss Rifle level-list, which is used by Far Harbor for a quest.
Revised the level-list quest and script. Lightsabers can now spawn on Legendary enemies and are also now placed directly on certain Synths (including Coursers) via the level-listing quest.
Added new sounds, including a new Kylo Ren swing «font» and hum. Amended one of the hums to be more equalized as well as loop properly
Revised the unstable blades’ visuals to make them a little more movie-like.
Added a Short precise blade
Added Force Awakens style standard length blades.
Maul’s hilt and Evasto’s hilt now both have a moddable slot for the second blade. These second blades don’t have any material requirements, since the idea is what they need is built into the hilt.
Fixed the long unstable blade, which wasn’t using the correct mesh, as well as missing improvements to reach on the long precise blades.
Version 2.0
Coursers have been added to the leveling listing, and will tote the black version of the new Stormtrooper hilt or the new Vader McQuarrie hilt.
The Synth level-lists have been purged of all other hilts, leaving them to strictly use the new Stormtrooper hilt, since it fits the Institute’s aesthetic a great deal better than the other hilts did.
Added 2 new colors, Blue-White and Dark Red.
New blade type: McQuarrie. This blade style seeks to emulate the needle-like blades shown in McQuarrie’s early concept art for A New Hope. It’s a bit of a mid-length blade, being shorter than the standard blade but longer than the short blade, and is notably thicker closer to the hilt.
Lights function properly now and are no longer managed by a script, instead they’re now configurable on the lightsaber itself as a mod. This means you can mix and match lights with blade colors if you so choose, or make the saber cast no light at all.
The blades have been significantly revised. Now, the blade color has been emancipated from the blade itself and put into its own category, leaving the blades by themselves. This significantly reduces clutter for the blades, as it means you just have to pick a blade type, then apply the color you desire, rather than having to scroll for days to find the one you want. And it also makes added new colors much easier for me.
Small blades no longer stab and swipe. Rather, now you have the Attack Style category, where you can switch between Standard and Quick. This only shows up on 1-handed lightsabers, however.
Version 1.5
Added a new hum sound, labeled K
Shifted all lightsaber stuff in the Chem Lab to a new LIGHTSABER category.
Adjusted the material requirements of some recipes
Tinkered with the light application script a bit to hopefully make it a little more consistent.
Version 1.4.1
Version 1.4
Maul’s lightsaber now can have a second blade! The main blade can be changed as usual, but the second blade is part of the hilt; this means to change the length of the second blade you have to change the hilt, but the color will change on the second blade depending on the color of the first blade. The Evasto hilt style now also can have a second blade, though it’s short.
Added power modules. These reduce or raise the damage the saber deals by certain degrees.
Lightsabers are now level-listed! They rarely turn up on enemy Synths, only with standard or long blades in varying blue shades and using either the Pipe, Leia, Anakin ROTS or Maul hilts, and are fitted with one of the new power level modules. Lower-level Synths will have weaker lightsabers, but those at higher levels may well tote sabers that are at full strength or worse.
Fixed the Dark Blue blades. Almost all of them except the plain standard one hadn’t been assigned the proper meshes.
Lightsabers blades now extend! A bonus from this is that now the hilts aren’t offset by the blades in the inventory view, though it means you can’t disco up your house with lit sabers.
It took a lot of finagling, but the lightsabers cast light once again! It may only be on my end, but be advised the lights may not appear in 1st person. I tried my damnedest to correct that, but it could be due to a mod conflict rather than an issue with the game itself.
The lightsaber found in Virgil’s Glowing Sea lab is now no longer inert, instead it’s fully active.
Various texture tweaks and gave some sabers a different cubemap so they look nicer.
Version 1.3.1a
Version 1.3.1
Version 1.3
Added Vader’s ROTJ lightsaber.
Dropped the requirement for making the functional lightsaber to Science 3
Added a couple features to the Deflection perk, which now allows the lightsaber to deal significant limb damage and ignore a fair chunk of an opponent’s armor. It now may allow deflection of projectiles when you’re swinging the saber
Version 1.2.3
The inert hilt now uses a separate version of the Luke hilt, which should finally put to bed any invisible hilt issues.
Revised the crafting recipe for the active hilt. It no longer uses any materials that are shared with the inert hilt, instead requiring just the fiber optics and 1 Refined crystal. This should hopefully address any inability to craft the active saber.
Minor restructuring, resulting from my attempts to get a second blade working on the Maul hilt. The special crystals now no longer use the Magazine slot, but their own slot labeled «Crystal Socket». The Magazine slot will only appear on the double-sided 2-handed Maul hilt, and is occupied by a null blade.
Version 1.2.2
Version 1.2.1
Version 1.2
Overhauled the instance naming rules. Things still behave the same, but it’s more organized behind the scenes.
Revised naming conventions on the blades and hilts for better organization/prettiness
Revised the naming of idles, so they’re now referred to as hums.
Removed fiber optics from both the inert hilt’s component list and crafting recipe to avoid issues with creating the functional lightsaber.
Added a new blade color: Amber
Adjusted all the blades to reduce the screen darkening that occurs when one is equipped. The glows now look a bit different due to these changes. This hasn’t utterly eliminated the dimming, I don’t think I can do that without completely killing the look of the blades, but it’s been reduced to a tolerable degree IMO.
Increased the radius of the saber lights a bit to make them a more practical lightsource.
Version 1.1
Fixed two of the Sith shutoff sound mods, which were erroneously set to be equip sounds.
Added a new hilt style: Ametha
Adjusted the electrical mod to do more damage against robots and other mechanical opponents. It also significantly boosts the energy damage now.
Legendary mods can now be attached to the lightsaber, if using a mod that allows it.
Tweaked the object template for the lightsaber, in hopes that it may resolve inviso-saber issues. This might affect sabers that are otherwise fine, so if your saber was ok prior to 1.1, try finagling it at a weapon workbench or, failing that, craft out/console in a new one.
Both straight donations and premium membership donations accepted
This mod brings the iconic weapon of the Star Wars franchise to the Commonwealth. Ladies and gentlemen, the lightsaber!
*Confetti, noisemakers, applause, cat shrieking*
Ahem, right. Anyway, as said before, this mod brings the lightsaber into Fallout 4. Now, I know what you’re gonna say: «But DMagnuuss, there’s ALREADY a lightsaber mod!» Yes, there is, and that’s cool, but for me it doesn’t hit the right notes, as far as visuals and moddability. Because what I wanted out of a lightsaber mod didn’t exist, I went above and beyond to make that happen, and now after 2 months of work, here we are. The mod comes replete with custom meshes, sounds, textures, and even impact effects!
So, here’s the skinny: To even start faffing about with the weapon, you need to get your mitts on the hilt. You can either craft it at a Chem station, under the LIGHTSABER category, which requires Science 3 to do so, or venture to Virgil’s Lab in the Glowing Sea to get the one he has. Of note, however, is that in former case the hilt is inert. In order to make it into a fully functional lightsaber, you’ll need to bring it once again to the Chem Lab in order to activate it. Lightsabers are also leveled on Synths and Synth Coursers, however they’re a bit uncommon. A unique version of the lightsaber, the Darksaber, also exists (as of 3.2) and can be found in Sentinel Site Prescott (named just Sentinel Site on the map), located in the Glowing Sea. The Darksaber has its own set of customization options, mostly the same as the standard lightsaber, but the sounds and blade length can’t be changed.
Once you’ve got a working one, you can mod that sucker at a weapon workbench. The lightsaber is extensively customizable, with a choice of not three, not four, but 20 blade colors!
The colors you can pick from are:
Red
Dark Red
Scarlet
Blue
Blue-White
Dark Blue
Green
Emerald
Cyan
Sky Blue
Orange
Purple
Indigo
Magenta
Pink
Lavender
Yellow
Yellow-Green
White
Amber
On top of color, you can also pick your blade’s length, with 4 to pick from: standard length, long, short or small, with small provided the shortest reach. It’s also great for slicing bread. As of version 2.0, you can also make your blade Precise or Compressed, which will make the blade much slimmer and increase the saber’s critical strike damage. With a 1-handed hilt, you’re also able to change the way you attack, so you can either lay heavy cuts on your foes or make it so you’ll thrust and swipe at whatever doofus decided to pick on the dude armed with an energy sword. Ah, but, this isn’t all. On TOP of both color and blade length, you can opt to make your blade Unstable. Unstable blades come in all the colors and lengths, and do additional energy damage due to not being as restrained. There’s a visual difference, as the unstable blade will have a rippling glow to it. You can also use the Black blades to give your saber a black core, or plug in a Thick blade to make the saber better able to stagger opponents. You can also make the blade shed light in whatever color you wish as well, whether or not it actually matches the blade’s color.
The customization doesn’t end here, no sir! You also have over 30 hilts to choose from, with more being added each update!
(Click for a nice up-close look. Be advised, the picture does not reflect how the hilts will look in-game.)
This is just a small sampling of what’s available (look in the Screenshots tab for previews of others). The three on the left are my own designs, while the four on the right all hail from the Original Trilogy. The hilts come in 1 and 2-handed varieties, so you can opt to give fools a nice 2-handed whack with your new toy or buzzsaw them 1-handed. This also leads into the next bit of customization, the sounds!
On top of everything else I’ve mentioned, you can also change how the lightsaber sounds. The hum, ignition, retraction and swinging sounds can all be changed to suit your needs. Some hilts will change the sounds, but they won’t prevent you from changing them around if you’d rather it sound different. What can’t be changed are the impact sounds, since those are tied to the impact effects, however said sounds will vary depending on if you’re hitting a wall/armor, or whacking the saber into a Raider’s chest.
Now, all this is great and all, but «how do I make all this?» you ask? Good question, Billy! Blades, both unstable and normal, require crystals. Normal blades require Refined crystals, while Unstable blades require Cracked crystals, and the Precise/Compressed blades require Compressed crystals, which need Refined crystals to make. All of these can be made at a chem station, under the LIGHTSABER section. How many crystals you’ll need depends on the blade: Small blades require only one, Short blades require 2, standard blades require 3, and long blades require 4. Changing the sounds requires nothing.
Oh yeah, one last thing. You’ve done all the above, but you noticed the Crystal Socket section on the lightsaber. The trunk is that, you say? Well my friend, that’s the cherry on top of the customization sundae. There are three special crystals you can make and fit into the lightsaber (all three doable at the Chem Station). These crystals will make the lightsaber cryogenic, radioactive or electrical, and affect opponents accordingly. Nothing really changes visually, but the naming will and so will its effect on enemies.
As of Version 3.1, Visible Weapons support has been added! Most hilts now have apparel versions that can be crafted at a chem station under Lightsaber Holster, as well as empty holster models for D-ringed lightsabers and the prequel-style Covertec clip. For full functionality you need to have Visible Weapons installed. Once you have an apparel hilt made you can re-link it to your lightsaber (lightsabers by default are pre-linked to the Luke ANH hilt) using the Visible Weapons Config item in your inventory. There are some limitations, though: As Visible Weapons looks at the base ID of a weapon, you can’t have multiple lightsabers linked to different holsters. Linking a crafted lightsaber to a holster means any other crafted lightsabers will use that holster, and the same goes for lightsabers retrieved from Synths. Also, you have to manually re-link your lightsaber to a holster, as there isn’t any sort of dynamic reassignment function in this mod or in Visible Weapons itself that changes the holster to match the hilt you’ve selected.
Ok, I think that covers it. So go out, find or make yourself a lightsaber and have fun!
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F.A.Q
=====
Q: «My lightsaber blade has no color!»
A: The blades rely on the bloom effect to generate the glow, so if your blades end up white sticks then bloom isn’t enabled and must be re-enabled for the blades to show color. To fix this, check your mods for any that disable bloom, check your game settings to make sure bloom hasn’t been disabled there, and if you have ENB installed check the enbseries.ini or the in-game settings menu to see if bloom has been disabled there. If you want your saber to glow like how it do in my screenshots, you will need to have ENB installed and you’ll then want to install Natural Bloom, or find a preset that includes multipass bloom.
Q: «What’s the Item ID?»
Q: «The ignition sound plays in 3rd person! Can you fix?»
A: At this point, no. It’s due to a bug in the game itself, either with the 3rd person animations or the sound engine, and in either case (especially the latter) it’s beyond my ability to fix. I’ve made attempts to call the sounds in a different way in order to get around the issue, but the game’s thwarted those efforts at every turn.
Drop that sucker into your Data folder, or download with NMM/Vortex, then activate via NMM/Mod Organizer or the ingame mod menu. If using Vortex, make sure that once the mod is enabled that it’s been deployed.
• Putting the weapon away in 3rd person causes the ignition sound to play instead of the shutoff. This unfortunately is an issue with the vanilla game, so there’s not much I can do to resolve it. The problem lies either with the 3rd person unequip animations, or with the game’s sound engine. In the former case this bug could be resolved by modifying the animations, but if it’s in the game’s engine, that would make it nigh-impossible to fix.
• Wielding the lightsaber 2-handed results in you holding it like a baseball bat when idle, meaning your player (or NPCs) will rest the blade in their hand. Or not, if using the small blade. There’s really nothing for 2-handed swords in the vanilla game, that I know of, so this is another issue that boils down to vanilla guff and can only be fixed with custom animations
• The lights have some quirks. A saber with a light attached will always be lit when the saber’s dropped, or if it’s in the mitts of a follower. But, I added a Null light so you can use this if your follower being lit like a Christmas tree bugs you, and you don’t mind a lack of light.
LET IT BE KNOWN THIS MOD SHALL NOT BE COPIED AND PASTED ELSEWHERE WITHOUT PERMISSION OF THE AUTHOR (ME). DOING SO WITHOUT PERMISSION MAY RESULT IN FREQUENT RASHES, HEAD COLDS, ANTIDAEPHOBIA, WEIGHT GAIN, DEMONIC HARD DRIVE POSSESSION, BAD GAS, AND A SUDDEN LOVE FOR JUSTIN BIEBER. IF YOU ALREADY ARE A FAN OF JUSTIN BIEBER, YOUR CDS WILL TURN INTO JAR JAR BINKS AND MP3S WILL PLAY NOTHING BUT PREQUEL ANAKIN QUOTES.
Фоллаут 4 мод на броню дарта вейдера
Fallout 4 — Силовая броня «Анклав Х-02»
Fallout 4 — Медвежий шлем
Fallout 4 — Одежда мятежника
Fallout 4 — Cнайпер Пустоши. Новый костюм
Fallout 4 — Штурмовая броня Тень IV (CBBE)
Fallout 4 — A White Harness Dress
Fallout 4 — Кожаный камуфляж
Fallout 4 — Броня Дарта Вейдера
Fallout 4 — Откровенная цепная броня
Fallout 4 — Камуфляжные комбинезоны
к записи: [MEGA PACK] CW 2.0 by Russiandanila1
к записи: Garry’s mod — Карта gm_section — Подъезд [Sandbox]
к записи: GM_Blesmont Большая карта с плюшками
к записи: [Simfphys] Пак 3 автомобилей от Toyota
к записи: Skyrim — Follower 2B|Спутники 2B,A2,9S из NieR: Automata
к записи: Skyrim — Follower 2B|Спутники 2B,A2,9S из NieR: Automata
к записи: Skyrim — Follower 2B|Спутники 2B,A2,9S из NieR: Automata
к записи: xTranslator для Skyrim, Skyrim SE, Fallout NV и Fallout 4
к записи: Skyrim — Follower 2B|Спутники 2B,A2,9S из NieR: Automata
к записи: Skyrim — Follower 2B|Спутники 2B,A2,9S из NieR: Automata
к записи: Fallout 4 — Альтернативные костюмы убежищ
к записи: Fallout 4 — Убежище 111 — Поселение
к записи: Fallout 4 — Пак армейской одежды
к записи: Fallout 4 — Альтернативная анимация походки и бега
к записи: Fallout 4 — Стикеры на контейнеры
к записи: Fallout 4 — Ткацкий Станок
к записи: Fallout 4 — Более удобное строительство
к записи: Fallout 4 — PILGRIM / Хоррор ENB и улучшение погоды
к записи: Advanced Animation Framework (AAF)
к записи: [AAF] Анимации 18+ от Leito 2.0
в теме: Перенос одежды из Обливиона в Скайрим
в теме: добавте мод
в теме: Заказ аддонов [Garry\’s Mod]
в теме: Заказ аддонов
в теме: Есть ли такой мод?
Fallout 4 «Китайская стелс-броня солдата из Fallout 3»
Мод добавляет функциональную стелс броню Китайского солдата из Fallout 3. Для женских и мужские тела + CBBE (отдельный опциональный архив). Более 7 различных вариантов раскраски для брони. В наборе есть: броня на каждую ногу/руку, торс, шлем и плащ. Также можно получить униформу командира.
Найти в Сэнкчуари или в локации Дозорный участок «Прескотт».
Требования: Fallout 4, Robots DLC
Кто нашёл броню,скажите пожалуйста подробнее,где.
MAX-BUGAGA Ну во-первых, можно без оскорблений и автор не я. Во-вторых, у меня игры сейчас нет, поэтому не могу точное местоположения указать (хотя, если я правильно понял, то другие нашли броню). Проверьте правильно ли вы установили мод и активировали ли вы его в игре.
В описании мода сказано, что в одном из домов рядом с Форт-Хаген лежит некая записка, в которой говорится, что странную броню (говорится о стелс-костюме и шлеме) перенесли в Массачусетский центр переливания крови, а адоп.броню для костюма (доп.броня для костюма для торса, рук и ног) перенесли в Лабораторию «Кембридж полимер». Так же в записке говорится, что броня сломана и требует починку. Для ее починки нужен специальный «Китайский сплав». Этот сплав разбросан по всему Содружеству. Я, после того, как я все собрал, починил ее на верстаке по созданию брони (для этого отдельный мод есть (https://www.nexusmods.com/fallout4/mods/2451) ).
Видео, где искать (почитай сперва описание к моду):
Кому лень искать и кто хочет воспользоваться читами, могу код на броню скинуть.
Списал коды для тех, кто хочет получить броню сразу. Просьба тем, кто не любит читы, не смотреть спойлер. Как и писал выше, я скачивал мод с нексуса. Мод с нексуса и плейграунда могут отличаться версиями, по этому коды могут не подойти.