Armor distribution
The goal with the armor sets was to create a huge amount of visual variety amongst NPC's. When they only have a couple of underarmors to pick from, randomized armor pieces give the illusion of endless variety. A chance based system is in place to achieve this. Light, Medium & Heavy armor variants now all spawn without level constrictions instead of after a certain amount of levels. Then each variant goes into a chance based leveled list. This list will pick one of the 3 variants and then another percent chance to spawn comes in. Light armor has 50% chance to spawn, Medium has 60% chance to spawn & Heavy has 70% chance to spawn. This goes for every piece of armor (chest, left arm, right arm, left leg & right leg) individually.
Raiders have 10% less spawn chance then the rest of the factions, because of easy acquirement in the early game.
This makes it so NPC's have a big chance to spawn without any of the armor pieces. In the most likely scenario, NPC's will wear very little to a couple of pieces but seeing a fully equipped NPC is going to be very rare. This is reserved for bosses amongst the faction. These have a guaranteed chance to spawn with each piece so they will always be fully equipped. Check out the pictures, check the gifs, they show it much better then I can ever explain. It all makes sense, trust me.
With all the variants being available from the beginning, it makes fighting NPC's a lot rougher in the early game. Just a quick warning.
Each faction has their own armor set. I wanted a system where you can find good armor in the commonwealth with a logical pointer to where, instead of finding everything you need in the early game in concord. I took some inspiration from target farming uniques in other games. The best to explain it, is if I give an example scenario of how the early game will go: raider armor is very heavy and almost unusable. Leather armor is now with the railroad, so getting those pieces early game is going to be tough. Maybe Carla has a random piece you can buy, but that will be expensive in the early game. You can maybe try and take out the gunners on the bridge behind Drumlin Diner for some metal armor. Combat is gated, Synth is gated, Assault is gated. Getting armor is now a much more thoughtful process, then getting to concord, looting the raiders and you are good to go for the entire early game.
Most of the text goes over factions & settlers. But I wanted to mention that DLC Raiders, Super Mutants & Dogs also went through the entire scrambling chance system that is in place. Most of their gear is very similar to vanilla but they also look more varied now then they did before.
Factions
Gunners now also encompass Mercenaries & Caravan guards, so they are outfitted as Gunners.
Goodneighbor is now "ruled" by the Triggermen, Goodneighbor guards are outfitted like Triggermen.
The BoS underarmors are slightly redistributed as well. Orange uniform used by the lancers. Soldiers wear the previous "olive" now grey uniform. And the higher ups still use the black uniform. All 3 also have better looking textures.
Marine underarmor & mask (now named Spectra Suit & Mask) is used on the coursers.
Hooded Clean room suit now function the same as a hazmat suit (gave it the hazmat perk). Also included the Clean room suit from the Look At Me - Institute Edition. I removed it at some point in favor for a replacement and instead of letting the work go to waste, I implemented it in this mod. It turns the suit white, with a transparent helmet. You can see the Institute pictures for more info.
Spruced up both the prewar and postwar Vault-Tec rep. The prewar version now comes in a pristine black suit & pristine formal hat. And the postwar version now comes in a winter jacket, ushanka hat & some bottlecap sunglasses.
His postwar gear has been retextured to a darker brown and used on the Mysterious Stranger.
His prewar gear has been put on Nick Valentine's dead partner (It's the same model of clothing as Nick's gear so it fits very well).
Some other random named characters, like Manta Man are also overhauled with better fitting gear.
Turned Reginald's suit into a Pristine tuxedo. Made Rex's suit into a Pristine tan suit. Rex's suit now fits with the other 2 (Reginald's suit & Agatha's dress), even though I don't think you can even get it in game. Tripled the caps value of all 3 of these pieces.
Companions
Hancock wears a Tuxedo & Formal Hat. His Frock Coat has been moved onto Pickman.
Piper now wears Road Leathers together with her vanilla cap. This underarmor is now exclusive to her.
Nick's Worn fedora is now exclusive to him, same as his outfit.
Cait now has her unused bandolier holster equipped.
Strong has no armor now since he's captured and it makes gathering armor for him more fun.
Additional info
Some stuff has been made playable by the player (like Gage's eyepatch).
Edited a bunch of NPC records so they spawn with correct outfits. Mostly farmers & dockworkers, but also some Railroad members that spawned in regular settler outfits.
Redid Deacon's disguises to fit the new faction clothing.
Changed Ronnie Shaw's outfit so she fits with the minutemen. Reused her military fatigues on the Children of Atom assault NPC's, because their underarmor has been put on the coursers.
Removed all prewar clothing from spawning in the gameworld (meaning objects, not what is inside chests or vendor inventories). The
only place where you can find prewar clothing laying around is General Atomics Galleria.
Vendors
Added non-aggressive factions clothing to specific vendors tied to them. This makes some of the clothing available no matter your choice, and can be used for outfitting settlers or followers, or if you want a specific outfit for your own character.
MM = Ronny Shaw at the Castle, BOS = Proctor Teagan on the Prydwen, DC = Moe Cronin in Diamond City, TRG = Daisy in Goodneighbor, RR = Tinker Tom at Railroad HQ, IST = Requisition Officer inside the Institute, COA = Ogden in the Crater, DOG = Eleanor somewhere near Fairline Hill Estates, PREWAR = Reg inside General Atomics Galleria, SET = Becky Fallon in Diamond City (She also carries a copy of each of the "special" outfits).
A corrected vendor overhaul should be made to fit with Meliora. I currently can't be bothered to mod anymore, but maybe in the future you
will see something appear.
Textures and meshes
Removed the children of atom metal on their underarmor rags. Removed the metal piece from the Science scribe outfit.
Fixed the female dirty lab coat showing a clean texture (vanilla bug).
Color matched minutemen stuff, gunner stuff, forged stuff, dc guard stuff & bos stuff.
Removed that piss yellow tint from the synth armors. Changed the green glasses from the marine underarmor to yellow.
The Institute cleanroom suit is now a white suit with transparent visor (retired mesh work from another mod of mine).
Changed the yellow trench coat and fedora the Vault Tec rep uses and turned it more brown, it's now used on the mysterious stranger because the rep has been fully overhauled.
There is 60 retextures & 21 mesh edits included with Meliora.
Biped slots
Removed headband biped slot from all headgear. This allows gas masks to be equipped together with headgear. Also works for mod added facemasks.
Removed beard biped slots on some headgear to allow beards to be visible.
Removed eye biped slots on some headgear to allow eyes to be visible.
Removed neck biped slots from some clothing so they work with bandana's.
Fixed up Armor Addons related with these changes. Also implemented ECO's nick valentine equip clothing keyword into these records so an ECO patch is not necessary.
Fixes
Fixed vanilla bugs. They are all over the place. If I saw it, I squashed it. Unofficial patch changes are fully implemented, except for the vault suit & mining helmet stuff (because they would require an Unofficial Patch dependency that I don't want).
Fixed wrong bipeds on DLC clothing. Fixed world models displaying the wrong item on DLC clothing.
Added some required keywords to some DLC clothing that was missing it.
Fixed the 3 broken legendaries from Far Harbor. These have no legendary effects in vanilla. Changed "The Captain's Hat" to Incendiary, it's the exact same in vanilla as Oswald's hat from Nuka World, and it fits more. And changed "The Dapper Gent" to Sharp, it's more fitting for a formal hat. Together with the charisma perk it now gives +3 charisma.
The Atom Bulwark chest piece is now guaranteed to spawn. Thanks to that guy on nexus who released a mod for that.
Fixed the Nuka World raider factions spawning in regular raider gear. Fixed Paladins not spawning in paladin gear. Fixed Far Harbor trappers always spawning in boss outfits.
Fixed a vanilla bug where 2 pieces of clothing spawned at the same time in an NPC's inventory.
Clothing Distribution
Sunglasses and eyeglasses have been universally added to each faction. Sometimes a piece of headgear will overwrite the equipping of a bandana or glasses. This "mistake" is avoidable but it just adds more immersion clutter items inside of the inventory of a NPC, so I left it alone. Just wanted to mention it.
The Courser Uniform and Chase's Uniform (Dirty Courser Uniform) are retired for the time being. I found no use for them anywhere.
And final note before the bomb drop. After outfitting the factions, the settlers & random NPC's got the rest of the stuff that was not used. Some stuff is made rarer, since it's weird seeing 15 postman outfits in the same settlement. They also take place in a chance based system like the armor, but different.
The following are the raw notes that I took.
It shows each faction and their exclusive clothing. exclusive meaning it only spawns on them.
It shows the armor they make use of and the "radiation protection" they might use.
It also shows the prefixes I used within the mod for each faction. So if you look at the mod in xEdit or creation kit, those are the prefixes.
---------------------------------
railroad = RR
"invisible" armor
Surgical mask
Railroad armored coat 001BBCB5
Radstag hide outfit 00034595
Hunter's pelt outfit 0304E698
Newsboy cap 000A740E
Hunter's hood 030540FC
Bandana 0009C05B (red)
Surgical Mask 000787DA (not fully exclusive)
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gunners = GNR
metal armor
gas mask with goggles
Gunner harness 00223CFB
Harness 0008158D
Gunner flannel shirt and jeans 00223CFD
Mechanic jumpsuit 001C26B9
Army fatigues 0019CBB3
Gas mask with goggles 001184C1
Army helmet 0019CBB1
Green hood 000787EC (exclusive)
Road goggles 000A81B0
Bandana 0017E922 0017E923 (camo & gunner)
----------------------------------
minutemen = MM
leather armor
gas mask
Minuteman outfit 000E517B
Colonial duster 0001F17B
Western duster 06042325
Red leather trench coat 0009F252
Minutemen general's uniform 001C2214
Minuteman hat 000316D4
Gas mask 000787D8
Militia hat 000E517D
Tricorn hat 00116808
Minutemen general's hat 001C2216
Bandana 0017E925 0017E917 (blue, stars and stripes)
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institute = IST
synth armor
Synth uniform 0012B91D
Institute division head coat 001236AD
Institute lab coat 001B350D
Institute jumper 0011E7B8 clean, dirty 001AB214
Father's lab coat 0014FBD0
Cleanroom suit 00115AEC reg, 00115AEB hooded
Marine wetsuit 0303A556
Marine tactical helmet 0303A557
Synth field helmet 0018796A
Synth helmet 00187976
----------------------------------
atom = COA
zealot marine armor
Child of Atom rags 000E6F18
Military fatigues 0016892C
High Confessor's robes 030391E6
High Confessor's helm 030391E8
----------------------------------
steel = BOS
combat armor
orange bos uniform 000DEDEB
olive bos uniform 002223E3
black bos officer uniform 00134294
Brotherhood fatigues (soldier) 00169523
Brotherhood fatigues (Knight-Cap) 001F1A7C
Brotherhood fatigues (Lancer-Cap) 001F1A7F
Field scribe's armor 000E370E
Bomber jacket 000E1AF6
Science scribe's armor 000E44FF
Quinlan's armor 00136335
Teagan's armor 00136166
Engineer's armor 000DEDE7
Maxson's battlecoat 001FE1A6
BOS hood 000E1A39
Brown flight helmet 000D4166 (Lancers)
Combat armor helmet 0011E2C8
Medical goggles 000E4501
Field scribe's hat 000E3710
Military cap 0016892E
Welding helmet 000DEDE9
Wraparound goggles 000536C5
----------------------------------
raiders = RDS
raider armor
sack hoods
Gunner leathers 00223CFC
Raider leathers 0018E3F7
Long johns 00019568
Drifter outfit 000B2D8D
Cage armor 000B2D8E
Spike armor 000DDB80
Helmeted Cage armor 000B2D8F
Helmet Spike armor 000DDB81
Sack hood 0018E417
Sack hood with straps 0018E41B
Sack hood with hoses 0018E419
Mining helmet 001240F1 (not fully exclusive)
Bottlecap sunglasses 060424A1
Operators goggles 0602873D
----------------------------------
Forged = FRG
Leather coat 000732B5 000732B9
Assault gas mask 0007239E
Welding goggles 000787D9
----------------------------------
triggermen = TRG
no armor
Black suit 001BDDF8 clean
Blue suit 001BDDF9 clean
Grey suit 001BDDFA clean
Striped suit 001BDDFB clean
Tan suit 00151E34 clean
Triggerman bowler 001BA8DA
Crumpled fedora 000A28D8
Battered fedora 000E5086 (not fully exclusive)
bandana 0017E91D (skull)
-----------------------------------
settlers = SET
no armor
Green shirt and combat boots 001942D6
Flannel shirt and jeans 00117EB9
Undershirt & jeans 000FFC21
Baseball uniform 00144F03 (rare)
Black vest and slacks 000FC100 (rare)
Suspenders and slacks 000FC102 (rare)
Farmhand clothes 000E5084
Tattered field jacket 000732B1
Explorer outfit 000732AC
Surveyor outfit 000B3F4C
Fatigues 001153D9
Padded blue jacket 000A740B
Letterman's jacket and jeans 001574C7
Winter jacket and jeans 00117EB7
Scavenger outfit 000732AE
Fisherman's overalls (brown) 030570DA
Fisherman's overalls (Green) 030570D4
Fisherman's outfit 0300914E
Utility coveralls 00039A66 (rare)
Hooded rags 000B3F4E (Rare)
Patched three-piece suit 000A36BE (rare)
Patched suit 000A28D7 (rare)
Longshoreman outfit 001536F4 (rare)
Submariner uniform 00118864 (rare)
Nuka-World jumpsuit 0603578E (rare)
Mechanic jumpsuit 0005E76C (rare)
Postman uniform 00146174 (rare)
Pastor's vestments 001467A4 (rare)
Dirty yellow trench coat 001223CB (rare)
Black prospector's hat 060417D0
Dirty fedora 001223CD
Fisherman's hat 0300914B
Gray knit cap 000F6D84
Green rag hat 000B3F4D
Hard hat 000F6D86
Old fisherman's hat 03046024
Prospector's hat 0604231F
Trilby hat 000A36C0
Ushanka hat 000F6D83
Wrapped cap 000787DB
Faded visor 0012571C
Cowboy hat 06042322 06042323
Metal helmet 000787D3
Flight helmet 000E1AF8 (rare)
Bowler hat 000FC104 (rare)
Postman hat 001F9793 (rare)
Yellow slicker hat 001FA250 (rare)
Sea captain's hat 000F6D89 (rare)
Wool fisherman's cap 0300914C (rare)
Pack beanie 0602770D (rare)
Yellow flight helmet 00042565 (rare)
Red flight helmet 0004322C (rare)
Coast Guard hat 000F6D87 (rare)
Security helmet 00156C0B (rare)
Chef hat 000F6D88 (rare)
Baseball cap 00144f04 (rare)
Blue batting helmet 000F6D8C (rare)
Fashionable glasses 000FD9AA
Surgical mask 000787DA
bandana 0017E91C 0017E91B 0017E924
-----------------------------------
dc security = DC
dc guard armor
Athletic outfit 000AF0E4
Gunner guard outfit 00223CFA
-----------------------------------
atom cats = AC
exclusive leather biker stuff
Greaser jacket and jeans 0014BF50 (Kellogg got one on in a flashback)
Atom Cats jacket and jeans 0014BF53
Zeke's jacket and jeans 0014A0DC
----------------------------------
these are mostly vanilla with some pieces used for other factions.
rust devils = RDV
trapper = TRP
pack = PCK
operators = OPS
disciples = DIS
mutant = MTT
dogs = DOG
----------------------------------
specials
Mysterious Stranger into yellow fedora 000DF457 and clean yellow trench coat 000DF455
Ellie in ratty skirt 001B828C
Pickman in red frock coat 00116806
----------------------------------
companions
Hancock 00022613 into a tuxedo 000FC395 with a formal hat 000FC396
Piper 00002F1E into Road leathers 000AF0E2 (exclusive to her) (Kellogg got one on in a memory scene)
Nick has Worn fedora 000E2E2E exclusive to him, same with his outfit
Cait now has her unused bandolier holster equipped
-----------------------------------
generalized facegear
Black-rim glasses 00125891
Eyeglasses 001C4BE8
Patrolman sunglasses 001738AA
Sunglasses 000E628A
----------------------------------
retired
Courser Uniform
Chase's Uniform