Armour Categories Re-done

Fallout 4 Mods |

Armour Categories Re-done

Main Changes
Will be using this as a master for utility and armour add-ons soon, as well as changes to base materials in a seperate esp.
1. MISC Category split into Inner Lining, External Coating, Utility Attachments
2. Moved existing MISC mods into categories they fit best.
3. Updated spawn, so NPCs will also have access to updated multi-category equipment
4. Size of Armour is craftable.
5. Armour looks are no longer linked to materials, they are available through paint or aesthetic categories
6. Fixed vanilla bug where one combat armour leg was heavier than the other.

Affects Leather, Combat, Metal, Raider, Synth armour types, including their helmets where available.

This overrides vanilla files, so mods that affect mentioned armour types may be affected. It is recommended that this should be in the last load order, should you wish to utilize it.

It is for the most part compatible with armorsmith extended by Gambit 77. except for where the helmets are concerned. This is a priority integration but you can load his file after mine in order to use his lining and mods first.

Also check out my other mod.
Epic Syringer Rifles Cartridges Grenades plus Chemistry Overhaul.

If other modders have created compatible versions with this mod, in textures, utility or stat changes, let me know and i’ll place links here.
If you are interested in working with me on the stats/utility mod, PM me

Planned Additions V1.01 (Seperate ESP)
– Utility add-ons for helmets.
– Spall Lining, adds damage resistance
– Sensor Spoof Coating (A seperate coating, enhances shadowed armor effect or grants armours same effect)
– Add unique armor type bonuses and drawbacks
– Complete Compatibility with Armorsmith Extended (Mod will now require 2 masters) (Armorsmith Extended and Armor Keywords) – Almost Done, requires some clarification from author.
-Fixed spawn code with synth heavy epic chest piece, was located in wrong OB. – Done


Credits: PeterChin
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