发布用户:bity_1700368256发布类型:转载
原创作者:TheCorpulent1所在平台:互联网
发布日期:2023-06-17 13:03:42更新日期:2024-10-27 00:58:30
是否开源:否是否免费:是
审核人员:甜面酱(违规侵权资源,点击直接联系可快速删除!)
模组标签:武器装备运行环境:辐射4
浏览次数:41
MOD介绍:
4K Antique Synth Uniform - Standalone or Retexture 4K制服
背景/领悟
就游戏玩法而言,我实际上并不是一个巨大的研究所粉丝,因为当我玩的时候,我倾向于在公开的英雄方面犯错误(我猜太多的超级英雄漫画)。但我确实喜欢该研究所在辐射4中的呈现方式。我特别喜欢你从他们那里得到的历史感,将倒叙看成他们的过去并获得他们行动的大量背景以及导致他们当前状态的原因各种人物。你可以从它们的起源中得出一条非常清晰,信息灵通的线路,作为CIT幸存的人员,以及他们目前作为研究所地下寡头集团的阴险(或“误解”,如果你更喜欢的话)的地位。因此,研究所对我来说很酷,但长期以来我的游戏中并不是特别重要的一部分。
然后我看到Niero完全是出色的 CROSS_InstituteExpeditionarySuit 。
我非常喜欢他将贝塞斯达的概念艺术融入到游戏中的方式,通过描绘学院对表面世界如此警惕,他们只会派代理人穿着重装甲的防护服。但显然,审美与研究所今天所拥有的内容截然不同。因此,我使用Niero的mod和更多Bethesda的概念艺术(这个描述的顶部)作为跳板来提出我认为研究所的成员可能在他们的基地回来在当天(在他们决定颜色是之前)敌人)。
它基本上是Synth Uniform的布局,其颜色方案就像概念艺术一样,虽然我为了更多的视觉风格而放弃了一些更深的蓝调。我给它一个更粗糙的质地和更多的皮革衬垫。我的理由是,研究所可能花了一些时间来开发工具和流程,使他们能够在地下获得无限的资源。鉴于这个社会中没有任何正常的战前服装,自炸弹投放以来几乎完全被隔离,我想在那天他们不得不蚕食他们打捞的任何衣服 - 用羊毛,亚麻布制成,棉花等等 - 只要一些早期的导演(任意?)决定他们都穿制服,制造这些东西。(我知道,我想出了太多不必要的头衔。这是一个根深蒂固的性格缺陷。
地点
替换者显然只是替换了所有的Synth制服,所以你可以得到一个Synth制服的地方。
独立版本将一套西装放在一个柜子里,放在一个感性的老家伙的个人宿舍里,你可以在学院里称之为“心中的孩子”。 (这是父亲。我在谈论父亲。) 看图片,以便更好地了解确切位置。
研究所的合成器供应商还有3套西装出售给你的盔甲和武器(即不是食物人)。你知道,如果你想打扮同伴或其他什么。
安装
仅选择一个主文件,因为它们是互斥的。我的意思是,他们的变化是相同的,所以理论上我猜你可以使用两者,他们只是在ESP覆盖ESL时做同样的事情,但是......为什么?基本上,ESL是“真正的”主文件,因为如果您的加载顺序像我的一样拥挤,那么这个mod很小并且ESL是天赐之物。ESP选项适用于那些需要将其置于特定负载顺序,使用较旧的游戏版本或不支持ESL的mod管理器,或者只是不喜欢ESL的人,无论出于何种原因(对于他们每个人)拥有;我不知道你的生活)。
我将替换器设置为可选文件,因为您可以单独使用它来替换所有Synth Uniforms,或者您可以将它与两个独立选项中的任何一个一起使用来替换Synth Uniforms并从世界放置中获取免费版本。
无论您选择哪个选项,它们都是简单的7zip档案,具有适当的文件结构。您可以选择通过将内容解压缩到FO4 / Data文件夹中手动安装任何下载,或者您可以使用FO4的几乎任何mod管理器为您执行此操作。(就个人而言,我推荐后者,因为A)它更有效率,B)我是懒惰的,或者C)两者。我会让你决定的。)
*兼容性*
我尽力把西装放在一个非常友好但不引人注目的地方。我对Elianora在她的Faction Housing大修 - 学院院长宿舍中所做 的导演宿舍的许多,许多(很多很多很多)变化特别谨慎,因为我知道有很多人使用它 - 包括我自己。
合成器供应商通过直接插入他的库存来销售套装。不幸的是,这使得它与更改其库存的任何其他mod不兼容,除非您进行合并补丁。对不起,但除了对其他人的插件进行细微编辑之外,我不仅仅是一个新手,所以我的技能不仅仅是通过脚本或任务或更好的模组使用的任何更复杂的方法注入套装。
如果你不能在他的库存中看到它们但想要的不仅仅是Director's Quarters中的一件套装,我会大力推荐像游戏内ESP资源管理器(或OddsAndEnds - Modded Items Merchant,如果你想要更加身临其境选项)。
就像CBBE这样的身体替代品来说,这件衣服只是一种材质/质地的改变。它覆盖了整个身体,所以它不应该与身体替换者有任何不稳定的纹理问题。我不知道如何制作BodySlide文件,但它使用香草Synth Uniform网格,我没有以任何方式改变。因此,如果您在BodySlide中重建Synth Uniform网格,我的纹理仍然可以正常工作,只要您不以某种方式更改UV贴图或在NifSkope中重新构造它或类似的东西。
使用的工具
购买游戏及其所有DLC,然后使用Bethesda的官方Archive2工具从官方HD DLC的BA2文件中提取Synth Uniform的纹理和材料作为起点。
使用GIMP 及其方便的DDS插件编辑然后导出纹理。
添加了项目,放置它,并使用Creation Kit创建了游戏插件(ESP和ESL格式)。
用FO4Edit清理插件。
获利!(但不是真的,正如权限部分所说。)
THANKS / MENTIONS
显然,这个模型对Niero的学院远征服务负有巨额债务。我没有从中获取任何资产,但它肯定激发了我的想象力。我敢肯定他不需要它,但我衷心鼓励大家查看他的作品并给他一个荣誉,以丰富FO4 mod场景到相当高的程度。来自 svaalbard(insane0hflex)的
视频非常有助于向我展示如何在游戏世界中创建新项目和放置对象。我还从Bethesda的Creation Kit Wiki和我们自己的Nexus Mods Wiki中获得了很多关于Creation Kit的宝贵技术见解。Nukapedia,非官方的辐射维基,有助于参考和图片。
我要感谢Snow tha Product,Lin-Manuel Miranda和迪士尼,他们的Pandora电台在我工作的那些时间里做了很好的聆听。
哦,他和这个mod没什么关系,但是我也会向Al ChestBreach发出一声大喊大叫,当我实际上没有自己玩这些游戏时,他的视频让我参与了Bethesda的所有游戏。
BACKGROUND/LORE
I'm actually not a huge Institute fan as far as gameplay goes, since I tend to err more on the overtly heroic side when I play (too many superhero comics, I guess). But I do like a lot about how the Institute is presented in Fallout 4. I particularly like the sense of history you get from them, viewing flashbacks into their past and getting a lot of context for their actions and what led to their current state from various characters. You can draw a pretty clear, well-informed line from their origins as the CIT's surviving personnel to their current status as the sinister (or "misunderstood," if you prefer) underground oligarchy of the Institute. So the Institute was kind of cool to me but not a particularly important part of my playthroughs for a long time.
Then I saw Niero's utterly stellar CROSS_InstituteExpeditionarySuit.
I absolutely loved that he integrated Bethesda's concept art into the game in a lore-friendly way by portraying the Institute as so wary of the surface world that they would only send agents up in heavily armored hazmat suits. But obviously the aesthetic is very different from what the Institute embraces today. So I used Niero's mod and more of Bethesda's concept art (top of this description) as a springboard to come up with what I think the members of the Institute might've worn around their base back in the day (before they decided color is the enemy).
It's basically the Synth Uniform's layout with a color scheme like the concept art, although I dropped some darker blues in for a little more visual flair. I gave it a rougher texture and more leathery padding too. My reasoning is that the Institute probably took some time to develop the tools and processes that give them nigh-unlimited resources underground. Given that and the absence of any normal pre-war clothing among this society that's been almost entirely isolated since the bombs dropped, I imagine that back in the day they had to cannibalize whatever clothing they'd salvaged--made of wools, linens, cottons, etc.--to manufacture these things whenever some early director (arbitrarily?) decided they should all wear uniforms. (I know, I come up with way too much unnecessary head-canon. It's a deep-seated character flaw.)
LOCATION
The replacer obviously just replaces all of the Synth Uniforms, so you can get one wherever you'd get a Synth Uniform.
The standalone version places one suit on a cabinet in the personal quarters of a certain sentimental old fellow you could call "a child at heart" in the Institute. (It's Father. I'm talking about Father.) See the picture for a better idea of the exact location.
There are also 3 suits for sale from the synth vendor in the Institute who sells you armor and weapons (i.e. NOT the food guy). You know, in case you want to dress companions up or whatever.
INSTALLATION
Choose ONLY ONE of the main files, as they are mutually exclusive. I mean, their changes are identical, so theoretically I guess you could use both and they'd just do the same thing with the ESP overwriting the ESL, but... why? Basically, the ESL is the "real" main file because this mod is tiny and ESLs are a godsend if your load order is as jam-packed as mine. The ESP option is available for those who need to place it somewhere particular in their load order, are using an older game version or mod manager that doesn't support ESLs, or just don't like ESLs, for whatever reason (to each their own; I don't know your life).
I made the replacer an optional file because you can either use it independently to only replace all the Synth Uniforms, or you can use it with either of the two standalone options to replace the Synth Uniforms AND pick up a free version from the world placement.
Whichever option(s) you choose, they're all straightforward 7zip archives with the appropriate file structure. You can choose to install any of the downloads manually by extracting the contents into your FO4/Data folder, or you can use pretty much any mod manager for FO4 to do it for you. (Personally, I recommend the latter because A) it's more efficient, B) I'm staggeringly lazy, or C) both. I'll let you decide.)
*COMPATIBILITY*
I did my best to place the suit in a spot that's lore-friendly but unobtrusive. I was particularly cautious of the many, many, (many, many, many) changes to the Director's Quarters that Elianora made in her Faction Housing Overhaul - Institute Director's Quarters, since I know a lot of people use it--myself included.
The synth vendor sells the suits via direct insertion into his inventory. Unfortunately, this makes it incompatible with any other mod that changes his inventory unless you make a merge patch. Sorry, but I'm very much a novice at anything more than minor edits to other people's plugins, so my skills just aren't up to injecting the suits via script or quest or any of the more sophisticated methods that better modders use.
If you can't see them in his inventory but want more than just the one suit in the Director's Quarters, I'd heavily recommend something like the In-Game ESP Explorer (or OddsAndEnds - Modded Items Merchant, if you want a more immersive option).
As far as body replacers like CBBE, the outfit is just a material/texture alteration. It covers the whole body, so it shouldn't have any wonky texturing issues with body replacers either. I have no idea how to make BodySlide files, but it uses the vanilla Synth Uniform mesh, which I didn't alter in any way. So if you rebuild the Synth Uniform mesh to your liking in BodySlide, my texture should still work fine, as long as you don't somehow change the UV mapping or retexture it in NifSkope or anything like that.
TOOLS USED
Bought the game and all its DLC, then extracted the Synth Uniform's textures and materials from the official HD DLC's BA2 files as a starting point using Bethesda's official Archive2 tool.
Edited and then exported the textures using GIMP and its handy-dandy DDS plugin.
Added the item, placed it, and created the game plugins (both ESP and ESL format) with the Creation Kit.
Cleaned the plugins with FO4Edit.
Profited! (But not really, as the permissions section says.)
THANKS/MENTIONS
Obviously, this mod owes a big debt to Niero for his Institute Expeditionary Suit. I didn't take any assets from it, but it definitely fired my imagination. I'm sure he doesn't need it, but I'd heartily encourage everyone to check out his work and drop him a kudos for enriching the FO4 mod scene to a pretty high degree.
This video from svaalbard (insane0hflex) was immensely helpful in showing me how to create new items and place objects in the game world.
I also got a lot of invaluable technical insight into the Creation Kit from Bethesda's Creation Kit Wiki and our very own Nexus Mods Wiki.
Nukapedia, the unofficial Fallout wiki, was helpful for references and pictures.
I'd like to thank Snow tha Product, Lin-Manuel Miranda, and Disney, whose Pandora stations made for some good listening over the hours I worked on this thing.
Oh, and he has nothing to do with this mod but I'll also give a shout-out to Al ChestBreach, whose videos keep me engaged in all of Bethesda's games when I'm not actually playing them myself.
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