[RELz] UNAR - Unique Armours Retextured

Post » Sat Feb 19, 2011 1:28 am

Apparently. I had the same thing happen, but now the 2.0 file isn't listed, so someone must have noticed. *chuckle*
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Jarrett Willis
 
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Post » Fri Feb 18, 2011 7:16 pm

Reuploaded and successfully downloaded from the Dallas mirror. Come and get it. :)
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Jonathan Braz
 
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Post » Sat Feb 19, 2011 9:13 am

Yep, it's working now. Thanks!

This includes all the items from MUAC, right? So I don't need that mod anymore?
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Anthony Santillan
 
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Post » Sat Feb 19, 2011 7:23 am

This includes all the items from MUAC, right? So I don't need that mod anymore?

Not as such, MUAC adds a several items that I haven't, but without cosmetic changes. If you load it before UNAR (so UNAR overwrites MUAC) you can have both. This is what happens if you use FWE too.
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Elena Alina
 
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Post » Fri Feb 18, 2011 7:30 pm

HELL YEAH. DOWNLOADING.
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Ymani Hood
 
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Post » Sat Feb 19, 2011 4:17 am

Making 2 versions is enough work as it is, not to mention getting the damn things not to crash Fallout in the first place. :)


I fixed it for you pretty easily.
Just flagged all your powerarmors as powerarmor in the GECK.
Now they work perfectly together and I'm very happy. :twirl:
Would have hated it to choose between them mods. :unsure:
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yessenia hermosillo
 
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Post » Sat Feb 19, 2011 6:07 am

Just flagged all your powerarmors as powerarmor in the GECK.

They should already be flagged as power armour, they are in my files. :blink:
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Chloe Botham
 
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Post » Fri Feb 18, 2011 10:26 pm

Hmm...........strange

-------------------------------------------------------------------------------------
Just downloaded and installed the new version, and indeed.
No problem with that one.
Well, never mind then. :)
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jesse villaneda
 
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Post » Sat Feb 19, 2011 3:36 am

I went a bit "creative" and took some artsy screenshots. :)
http://www.fallout3nexus.com/modules/members/index.php?id=24950, click the Images tab.
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Flutterby
 
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Post » Sat Feb 19, 2011 2:21 am

Are there any issues with adding this to a FWE/MMM/WMK existing game?
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Far'ed K.G.h.m
 
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Post » Sat Feb 19, 2011 12:25 am

No. It's FWE-compatible and WMK/MMM don't touch armours at all.
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Robert
 
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Post » Fri Feb 18, 2011 7:12 pm

Cool. Sounded like it was okay but I wanted to make sure nothing would disappear on me. I already had the Hollowed Out Rock completely disappear for some strange (probably Feng Shui related) reason.

Guess it's time to add this on.
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Tracey Duncan
 
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Post » Sat Feb 19, 2011 9:05 am

I'm currently working on a combat armour pack. Basically I'm taking all the textures in vanilla and the one I added for the Shellshocked armour and applying it to the meshes for vanilla combat armour, sleeved (winterised) armour, and my "heavy" combat armour. Same goes for the winterised helmet.
It's a bit of work to colour-match the winterised pieces to the other versions though.
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Floor Punch
 
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Post » Sat Feb 19, 2011 6:09 am

Oh, nice. I look forward too that.
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Lauren Dale
 
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Post » Sat Feb 19, 2011 8:47 am

Just wondering, but how well does this mod play with Breezes/Roberts Male?

I'm really just wondering because I don't know if the meshes would work with them, since vanilla meshes don't work with them(which is why I'm considering dropping COMM, since JaySuS hadn't figured out Texture sets when he made it).
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Alkira rose Nankivell
 
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Post » Fri Feb 18, 2011 9:42 pm

They're made from vanilla models, so they'll work just as well/badly with body mods.
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Emma-Jane Merrin
 
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Post » Fri Feb 18, 2011 7:19 pm

I'm sure once it's closer to completion someone will ask Tubal for permission to body-mod it.
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sally coker
 
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Post » Fri Feb 18, 2011 11:01 pm

Put in some work and finished the Combat Armour variants:
http://img.photobucket.com/albums/v483/Tubal/F3/SleevedCombatArmour.jpg
http://img.photobucket.com/albums/v483/Tubal/F3/HeavyCombatArmour.jpg

The sleeved armour is based on the Anchorage winterised mesh, while the heavy is a refinement of my own sleeved version from UNAR. Requires Anchorage due to the sleeved mesh, so I'll make it as a separate mod from UNAR.

All skins are Vanilla except the Shellshocked armour from UNAR. For the Anchorage version I had to colour-match the sleeves and collars of all the variants, not a trivial task. :cryvaultboy:
I'm going to do the Anchorage masked combat helmet while I'm at it. With a little luck I should be able to use the layers from the sleeves texture with only minimal adjustment...
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[ becca ]
 
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Post » Fri Feb 18, 2011 9:52 pm

http://img.photobucket.com/albums/v483/Tubal/F3/SleevedCombatArmour.jpg
http://img.photobucket.com/albums/v483/Tubal/F3/HeavyCombatArmour.jpg

Screens are updated with masked helmets. I had to make a masked version of the vault helmet for the RC and Shellshocked outfits, since they don't use the combat helmet. I also used that to make the Tenpenny helmet, which doesn't exist in vanilla.

Now I just have to put everything in-game, balance up the stats somewhat, and then make an FWE compatible version...

Edit: and also update the main UNAR mod, since I modified the heavy armour mesh, which breaks the original re-texture.
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Michelle Serenity Boss
 
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Post » Sat Feb 19, 2011 5:56 am

Outstanding work there, Tubal :)
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Noraima Vega
 
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Post » Fri Feb 18, 2011 7:36 pm

I made the Combat Armour Pack into a stand-alone mod, so I gave it it's own RELZ-thread:

http://www.gamesas.com/index.php?/topic/1117776-relz-unar-combat-armour-pack/page__view__findpost__p__16423535__fromsearch__1
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jaideep singh
 
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