0 of 0
File information
Last updated
Original upload
Created by
Gambit77Uploaded by
Gambit77Virus scan
Some files not scanned
Current section
Activity logs
This page was last updated on 07 May 2019, 1:18AM
- Changelogs
-
-
Version v4.6
- bugfix: added missing dn keywords to Hazmat suits armor records to fix an issue with instance naming rule application on them.
- bugfix: fixed a CTD caused by featured item popups happening at same time as crafting a legendary item. Removed crafting recipes from some items and removed the featured item keyword from others.
- maintenance: updated records to keep AE current with AWKCR v8.5 update
-
Version v4.5
- Fixed a slot issue on Squire Uniform leading to inappropriate shenanigans on the Prydwen.
-
Version v4.4
- Updated to match AWKCR v7.6 armature entries for letting children and super mutants wear a bunch of the vanilla apparel.
Fixed carry weight bug by reverting AE carry weight mods to only support full integers.
Improved Far Harbor Marine armor to allow it's default spawn to be Marine version instead of CoA version.
Added missing AE glove ap keyword to Piper's outfit.
- Updated to match AWKCR v7.6 armature entries for letting children and super mutants wear a bunch of the vanilla apparel.
-
Version v4.3
- new feature: added scrap recipes for all apparel items so you'll get 1/2 the components required to craft an item when you scrap an unmodded item instead of the nothing or next to nothing you'd get in vanilla.
bug fix: added the non-playable flag and playercannotequip keyword to the Mutant Shogun Armor.
bug fix: removed the non-playable from synth uniforms.
bug fix: altered carry weight enchantments to support non integer strength values.
updated armor records to be in line with AWKCR v7.1
- new feature: added scrap recipes for all apparel items so you'll get 1/2 the components required to craft an item when you scrap an unmodded item instead of the nothing or next to nothing you'd get in vanilla.
-
Version v4.2
- updated to catch up armor records with current AWKCR
-
Version v4.1
- updated to catch up armor records with current AWKCR
-
Version v4.0
- Integrated the All DLC patch into the main plugin. Users without all the required DLCs will no longer be supported because it's too much work to strip DLC support out of ArmorKeywords.esm.
Turned all outfits added by prior versions that were retextured vanilla outfits into color swap mods. CBBE bodyslide files shouldn't really be needed for this mod anymore. CBBE users will still need the CBBE Underwear Retexture for Armorsmith Extended Courtesy of ragegamer, http://www.nexusmods.com/fallout4/mods/8717/?
Changes to vanilla Hazmat Suit and Damaged Hazmat Suit: now the armor index mod slot allows to to switch between vanilla opaque lens and transparent lens with a flight cap. I also added a craftable Hazmat Suit (w/Hair) with a transparent lens.
Changes to vanilla Hooded Cleanroom Suit: now the armor index mod slot allows to to switch between vanilla opaque lens and transparent lens.
Added crafting recipes for all vanilla/DLC apparel/armor/power armor. (Weaponsmith update adds crafting recipes for all vanilla/dlc weapons and ammo. So for users of both Crafting Workbenches is redundant)
Added armor bench modifications to all vanilla/DLC armors for changing armor size. (So Craftable Armor Sizes is redundant)
Added armor bench modifications to all vanilla/DLC armors for making non-helmet armor pieces invisible. (So Concealed Armors is redundant)
Added armor bench modifications to all vanilla/DLC armors for making non-helmet armor pieces appear as the other armor sizes.
- Integrated the All DLC patch into the main plugin. Users without all the required DLCs will no longer be supported because it's too much work to strip DLC support out of ArmorKeywords.esm.
-
Version 3.31
- bug fix: the new HUD mod that was added in 3.3 makes neutral npcs go hostile due to Magic Effect record xx000FAC AEC_Detect_Life_Friend_Cloak_Effect not having the "no hit event" flag turned on
-
Version 3.12
- Fix for invisible dog armors
Added keywords framework for new mod slots for color index and armor index values to combat, synth and marine armor pieces.
- Fix for invisible dog armors
-
Version 3.11
- bug fix for invisible DC Security Helmets
added {Mod} tags to miscmods for the AE clothing mods for DEF UI compatibility.
Tweak to Diamond City Security Guards' outfit to allow:
Athletic Outfit or Baseball Uniform for outfits
DC Guard Helmet, DC Heavy Guard Helmet, Batting Helmet, or Baseball Cap for headgear
10mm Pistol or .44 Revolver on hip for weapon wearables
- bug fix for invisible DC Security Helmets
-
Version 3.3
- added SuperMutantRace to bandana AA.
made Flowery Dresses playable.
integrated a couple UFO4P material swap fixes to AA records.
Added color swap mods to jetpacks, Fallout 4 War Tags required for assets for color swaps.
Revamped Ballistic Weave mods, added Ballistic, Energetic, Hybrid (Ballistic + Energetic), Biohazard (Protects against poison, infection, and parasites), Fire Retardant, Rad Protection, and Advanced Hybrid (all 5 types combined) weave mods.
Railroad 2nd DIA Cache retrieval quest unlocks Railroad versions of Hybrid and Advanced Hybrid weaves.
Out of the Fire quest unlocks Forged Hybrid (Ballistic, Energetic, and Fire Retardant) weaves.
Visions In The Fog quest unlocks Children of Atom Hybrid (Ballistic, Energetic, and Rad Protection) weaves.
All weaves are available in Mk.1 - Mk. 5.
Advanced Hybrid weaves have 4 perk requirements: Armorer, Science, Medic, and Chemist.
Forged Hybrid weaves require 3 perk requirements: Armorer, Science, and Chemist
Redid Targeting HUD mod to use custom effects that are more subtle than vanilla that are just a color outline.
The old Targeting HUD mod is now the Targeting HUD Platform mod.
It unlocks 3 new mod slots that allow you to independently apply Friend, Foe, and Corpse Recognition mods.
- added SuperMutantRace to bandana AA.
-
Version 3.2
- All apparel can now be worn by Nick Valentine.
Strong or any other future super mutant followers/settlers can wear all hats/helmets, gas masks, bandanas/masks, and glasses.
- All apparel can now be worn by Nick Valentine.
-
Version 3.1
- Added keywords to implement new AWKCR color swap keyword framework.
-
Version 3.02
- bug fix: added the material files to do texture swaps on the .44 revolver wearable weapons. Somehow the files didn't make it in the last version.
-
Version 3.01
- Bug Fix: hopefully no-one will get stuck in the scarves menu now.
-
Version 3.0
- Added a sawed off shotgun on hip. Mesh contributed by zalteredbeastz.
Reworked crafting recipes for the new additional AWKCR crafting menu keywords.
- Added a sawed off shotgun on hip. Mesh contributed by zalteredbeastz.
-
Version 2.91
- I came up with an idea that might hopefully fix the invisible weapons bug.
-
Version 2.75
- Added a new carry weight modding system for packs. I like Wearable Backpacks and Pouches a lot, but I'm trying to get my MA keyword count down so I can install some more mods. WB&P has a pretty big footprint in that regard (12 MA keywords), so I'm uninstalling it for now until there is a fix that extends the MA keyword formlist array from 128 to 512. My new carry weight modding system only uses 1 MA keyword. I replaced the WB&P carry weight modding system in the Pack It Up patch with the new one. I handled customization a little differently. There is two mod menus for it, one for base carry weight effect and one for carry weight modifiers. For the base carry weights I have brought back my 3 strength based carry weight effects, and I've also added 10,20,30,50,75,&100 options for set bonus amounts. For the modifiers I have three tiers based on armorer and strong back perk unlocks, as well as an option for cheaters.
-
Version 2.71
- Added custom normal maps and specular textures for the new scarves.
-
Version 2.61
- Fixed the slots on the undies.
-
Version 2.51
- Made One Ring To Soil Them All and One Ring For The Ghoulish, for dirty bodies and ghouls.
SomberX made new jetpack FX files so that the flames come out of the jetpack in the correct location. Because Male and female jetpack meshes are slightly different size I had to make separate jetpacks for the two genders in order for the effects to show up the best. Also the new effects won't kick in ingame until you make a new jetpack.
- Made One Ring To Soil Them All and One Ring For The Ghoulish, for dirty bodies and ghouls.
-
Version 2.41
- I forgot to optimize the slots on all the new outfits, so I did that. Think I fixed the 1st person mesh for the long black leather gloves, the AA wasn't pointing to the new fixed mesh that Frogs345 made. Fixed VIS keywords on vault security chestplates so they should be sorted as armor chestplates now.
-
Version 2.31
- Added scaling strength based carry weight boosts for small satchels, shoulder bags, and backpacks to support new compatibility patches.
-
Version 2.9
- Added a lot of weapon wearables from meshes supplied by Jigodie.
Added a katana belt with an empty sheath.
- Added a lot of weapon wearables from meshes supplied by Jigodie.
-
Version 2.8
- fix: added missing glove mod slot to BOS Bomber Jacket outfit.
Added a few pistol harness/sniper rifle/jetpack/katana weapon wearable combos.
Added a bunch of revolver harness/sniper rifle/jetpack/katana weapon wearable combos (Thanks to Ousnius for the help and guidance on these).
Added a lot of weapon wearables from meshes supplied by Jigodie.
- fix: added missing glove mod slot to BOS Bomber Jacket outfit.
-
Version 2.7
- Fixed Pistol Harness, Jetpack F, & Katana Belt. There was a typo in the mesh file path causing it to be invisible.
Added 4 new outfits from Genaeve's Summer Shorts by Genaeve.
Fixed Long Black Leather Gloves. There was a typo in the female 1st person mesh file path causing them to be invisible in 1st person.
Added 10 new scarfs. Textures by me, mesh courtesy of Elianora.
- Fixed Pistol Harness, Jetpack F, & Katana Belt. There was a typo in the mesh file path causing it to be invisible.
-
Version 2.6
- Big change to help wage war on the formlist cap bug. I've moved the armorsmith workbench and crafting menu category keywords to Armor & Weapon Keywords Community Resource. Now us modders will be sharing the two new Armorsmith and Weaponsmith workbenches and crafting keywords for all our crafting recipes. This should take a big chunk out of our combined crafting menu keyword footprint.
Moved satchels to slot 55 to share the belt slot, so now people can wear satchels with higher up packs like the top fields scribe and jet packs.
Changed Welding Helmet to allow gasmasks.
Fixed new Vault 111 security armor to act as armor chestplate, it will no longer take up all the armor slots.
Integrated Cat_woman1989's transparent helmets for the vanilla hazmat suits.
Maybe some other small fixes, hard to say, been working on this for days.
- Big change to help wage war on the formlist cap bug. I've moved the armorsmith workbench and crafting menu category keywords to Armor & Weapon Keywords Community Resource. Now us modders will be sharing the two new Armorsmith and Weaponsmith workbenches and crafting keywords for all our crafting recipes. This should take a big chunk out of our combined crafting menu keyword footprint.
-
Version 2.5
- Fixed some crafting recipe requirements that were preventing some people from crafting the item, even if they had the requirements.
Added new accessories:Jetpack, Sniper Rifle, Pistol Harness, Katana Belt, Sniper Rifle-Jetpack, Pistol Harness-Sniper Rifle, Pistol Harness-Sniper Rifle-Jetpack, & Pistol Harness-Sniper Rifle-Jetpack-Katana Belt. Yes the jetpack flies.
- Fixed some crafting recipe requirements that were preventing some people from crafting the item, even if they had the requirements.
-
Version 2.4
- Optimized slot usage for all vanilla clothing items. Bethesda had some kind of grand plan for slot usage but it went unfinished. As a result a lot of outfits had a lot of slots assigned for their usage. I changed all the outfits so that they would only use the minimum amount of slots necessary to work properly. This was to make more slots available for modders to use for their added clothing and accessories. After conferring with some fellow modders we've come up with a slot usage standard that modders can use to make their mods play well with others.
- Optimized slot usage for all vanilla clothing items. Bethesda had some kind of grand plan for slot usage but it went unfinished. As a result a lot of outfits had a lot of slots assigned for their usage. I changed all the outfits so that they would only use the minimum amount of slots necessary to work properly. This was to make more slots available for modders to use for their added clothing and accessories. After conferring with some fellow modders we've come up with a slot usage standard that modders can use to make their mods play well with others.
-
Version 2.3
- added INTV records to contructables that were missing it, so XP should be awarded for crafting them now.
added Chinese Therm Optics Booster Mod for Therm Optics Combat Armor Chestplate that enables cloaking while moving while sneaking.
added INRD records that were missing on some clothing to enable sorting for those clothes.
Integrated some fixes for omissions found by frogs345.
Added 9 new pairs of gloves that frogs345 whipped up in NifSkope, as well as a fixed mesh for a prior pair that was showing part of an outfit's arm in 1st person.
Changed some names to be consistent with Bethesda naming patterns.
Optimized a few textures from the Dark Leather Coat and Green Hood outfit and the White Nurse Uniform that weren't compressed.
Can now wear all five armor pieces with both cage and spike armors, as well as all Child of the Atom outfit variants.
Added Under Helmet BOS Hood, Under Hat BOS Hood, Under Helmet Sack Hood and Under Helmet Sack Hood With Hoses.
Changed Combat Helmets and Synths Helmets. Now the vanilla versions of both will have the flight cap lining and be able to be worn with gas masks.
The formerly gas mask friendly versions, are now called With Hair versions. The flight cap linings are still removed but now characters hair will show like other helmets/hats. These can also be worn with gas masks.
Added many vanilla helmets and hats, and the Hooded Rags outfit in With Hair versions. These will have some clipping with some hairdos, but with a lot of hairdos they look really good.
Added One Ring To Nude Them All. Armorsmith Unique Followers One Rings file adds One Ring To Nude Cait, One Ring To Nude Curie, and One Ring To Nude Piper.
I've fixed all outfits so that all armor pieces will show up when equipped.
ArmorKeywords.esm packaged with v2.3 is AKCR v1.4
- added INTV records to contructables that were missing it, so XP should be awarded for crafting them now.
-
Version 2.1
- Added eye slots to remove glasses when wearing enclosed helmeted outfits such as helmeted cage and spike armors, which already had eyewear mods available to the outfit.
Removed eye slot from Synth helmet, put it on during testing soemthing and didn't completely remove the test changes. Can now wear glasses with it again.
Added White Nurse Uniform by wildgravity
Added damage resistance to vanilla dog armors.
Most importantly, this mod is now fully compatible with Valdacil's Item Sorting. Choose the sort clothes by class option to have your clothes sorted by categories created to reflect the changes made by Armorsmith Extended.
- Added eye slots to remove glasses when wearing enclosed helmeted outfits such as helmeted cage and spike armors, which already had eyewear mods available to the outfit.
-
Version 2.0
- I completely redid the entire clothing modding system from scratch. There are now 5 different types of mods: Lining mods, outfit add-on mods, headgear add-on mods, Glove mods, and eyewear mods. The categories of what mods are available for a specific item correspond which of these 5 categories are present on that item.
All clothing items are moddable now and are also rename-able.
I made this mod compatible with Legendary Modification by teaLz.
I fixed the issue with the mining light headlamp's light emitter moving to your knee if you added mods to the mining helmet.
I re-added the leather linings to the combat armor and synth helmets. However, unlined versions of both can now be crafted to be worn with gas masks.
I added more new outfits, headgear, gloves, and custom Dogmeat armors to be crafted.
For the master armorsmith/scientists out there I've implemented a new craftable set of armor called Therm Optics Combat Armor. Using stealth technology it is now possible to create cloaked combat armor pieces. Also the chestpiece can be modded with a therm optics booster that will extend the cloaking field around the user when standing still and sneeaking. There is a known bug with this: These new Therm Optic armor pieces will not automatically unequip previously worn armor, you have to do that manually. This was was the only way to do invisible armor with properly functioning mods.
- I completely redid the entire clothing modding system from scratch. There are now 5 different types of mods: Lining mods, outfit add-on mods, headgear add-on mods, Glove mods, and eyewear mods. The categories of what mods are available for a specific item correspond which of these 5 categories are present on that item.
-
Version 1.71
- forgot to remove CraftingWorkbench.esp as a master
-
Version 1.65
- Fixed everything I broke in v1.6 with the missing general/torso mods in almost all the items.
-
Version 1.62
- Fixed vault-tec security helmets names, clean and dirty were backwards.
-
Version 1.61
- fixed the missing torso mods on all the fatigues.
-
Version 1.52
- added vault suit mod to dog collar.
glasses can longer be worn with assault gas mask, gas mask, or gas mask with goggles.
added army fatigues.
- added vault suit mod to dog collar.
-
Version 1.51
- Oops. I forgot to add the fortunate few outfits that could get ballistic weave and be worn under armor in vanilla. Added Minuteman outfit, Ragged Robes, Baseball uniform, Green Shirt and Combat Boots, and I wanna say 1 or 2 more, but it's slipping my mind. I'm pretty sure that now every outfit is covered.
-
Version 1.7
- Removed some armor piece slots from the Child of the Atom outfits so that they will not be missing parts of the outfit meshes.
Added leg and arm mods to the Hooded Rags outfit that were missing.
And the following sneak peak of what you're going to get a lot of in v2.0.
Implemented an outfit crafting system for new outfits that can be crafted at a new workbench named Armorsmith Workbench.
Added 8 new outfits.
- Removed some armor piece slots from the Child of the Atom outfits so that they will not be missing parts of the outfit meshes.
-
Version 1.6
- fixed invisible visor, it should show up now, but it can't be worn with a gas mask.
fixed combat, metal, and synth helmets. These will have one or two extra duplicate customization options in the first menu. It was only only way to get the second menu to work right.
fixed a lot of setting entries that may have occasionally added an extra customization option or two.
- fixed invisible visor, it should show up now, but it can't be worn with a gas mask.
-
Version 1.5
- Big update. Every outfit can have a torso, leg, arm, or vault suit armor mod, and every hat & helmet can have a torso or vault suit armor mod.
I re-added ballistic weave to all Railroad Armor Coat versions.
I took ballistic weave off the Vault Security armors because they are pieces of chest armor, not outfits.
- Big update. Every outfit can have a torso, leg, arm, or vault suit armor mod, and every hat & helmet can have a torso or vault suit armor mod.
-
Version 1.2
- I took ballistic weave off of one version of the Railroad Armored Coat that I missed.
-
Version 1.1
- Removed ballistic weave from Red Bandana and Railroad Armored Coat.
Medical Goggles can now get ballistic weave.
Assault Gas Mask can no longer be worn with a face gas mask.
Grognak Costume can now wear chest armor and get ballistic weave.
Made changes to 8 records that slipped through the cracks and were showing up as ITM (Identical to master).
Armor_VaultTecSecurity111_Clean is now flagged as chest armor.
Vault Security Armors renamed to Vault 111 Security Armor (Clean), Vault 111 Security Armor (Dirty), and Vault 81 Security Armor.
Vault-Tec Security Helmets renamed to Vault-Tec Security Helmet (Clean) and Vault-Tec Security Helmet (Dirty).
Doubled ballistic weave entry on Lorenzo's Suit removed.
- Removed ballistic weave from Red Bandana and Railroad Armored Coat.
-
- Author's activity
-
February 2024
-
12 Feb 2024, 3:36AM | Action by: Gambit77
Permission change
'Author changed their file credits.
Bug tracker disabled.'
February 2021
-
17 Feb 2021, 5:26PM | Action by: Gambit77
Mod image added
-
17 Feb 2021, 5:25PM | Action by: Gambit77
Mod image added
-
17 Feb 2021, 5:25PM | Action by: Gambit77
Mod image added
-
17 Feb 2021, 5:25PM | Action by: Gambit77
Mod image added
-
17 Feb 2021, 5:16PM | Action by: Gambit77
Mod image added
-
17 Feb 2021, 5:04PM | Action by: Gambit77
Mod image added
-
17 Feb 2021, 4:49PM | Action by: Gambit77
Mod image added
-
17 Feb 2021, 4:39PM | Action by: Gambit77
Mod image added
-
17 Feb 2021, 4:12PM | Action by: Gambit77
Mod image added
-
17 Feb 2021, 3:36PM | Action by: Gambit77
Mod image added
-
17 Feb 2021, 3:35PM | Action by: Gambit77
Mod image added
-
17 Feb 2021, 3:34PM | Action by: Gambit77
Mod image added
-
17 Feb 2021, 3:34PM | Action by: Gambit77
Mod image added
-
17 Feb 2021, 3:33PM | Action by: Gambit77
Mod image added
-
17 Feb 2021, 3:25PM | Action by: Gambit77
Mod image added
May 2019
-
07 May 2019, 1:18AM | Action by: Gambit77
File added
AE WestTek Night Thermal Vision Addon v1 [version v4.6]
February 2019
-
23 Feb 2019, 11:13PM | Action by: Gambit77
Changelog added
Change log added for version v4.6
-
23 Feb 2019, 11:06PM | Action by: Gambit77
File added
Armorsmith Extended v4.6 [version v4.6]
-
02 Feb 2019, 11:11AM | Action by: Gambit77
File added
AE VIS-G Replacer Synth Overhaul v3.0.4 [version v4.5]
-
- Mod page activity
-
May 2024
-
03 May 2024, 5:54PM | Action by: Dud123443
Untracked
'Armorsmith Extended'
-
03 May 2024, 5:54PM | Action by: Dud123443
Tracked
'Armorsmith Extended'
-
03 May 2024, 5:48PM | Action by: Crisguss
Untracked
'Armorsmith Extended'
-
03 May 2024, 5:47PM | Action by: ProjectCZero
Tracked
'Armorsmith Extended'
-
03 May 2024, 5:45PM | Action by: poocher1
Tracked
'Armorsmith Extended'
-
03 May 2024, 5:43PM | Action by: Fearlessfunk
Endorsed
'Armorsmith Extended'
-
03 May 2024, 5:40PM | Action by: witheknight
Endorsed
'Armorsmith Extended'
-
03 May 2024, 5:39PM | Action by: Sykesy432
Tracked
'Armorsmith Extended'
-
03 May 2024, 5:27PM | Action by: ANILAAA
Tracked
'Armorsmith Extended'
-
03 May 2024, 5:20PM | Action by: sgtAndry
Tracked
'Armorsmith Extended'
-
03 May 2024, 4:59PM | Action by: Unonlck
Endorsed
'Armorsmith Extended'
-
03 May 2024, 4:50PM | Action by: Xphisto
Endorsed
'Armorsmith Extended'
-
03 May 2024, 4:43PM | Action by: jyrothebox
Tracked
'Armorsmith Extended'
-
03 May 2024, 4:24PM | Action by: verno11
Untracked
'Armorsmith Extended'
-
03 May 2024, 4:10PM | Action by: ChadFlenderman
Tracked
'Armorsmith Extended'
-
03 May 2024, 3:55PM | Action by: OSMeeks
Tracked
'Armorsmith Extended'
-
03 May 2024, 3:51PM | Action by: Bbbaris
Tracked
'Armorsmith Extended'
-
03 May 2024, 3:34PM | Action by: kamikaz3r
Tracked
'Armorsmith Extended'
-
03 May 2024, 3:26PM | Action by: Shamusco
Untracked
'Armorsmith Extended'
-
03 May 2024, 3:26PM | Action by: Shamusco
Endorsed
'Armorsmith Extended'
-