Fallout 4
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Meep the Changeling

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MeepTheChangeling

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About this mod

Tweaks certain articles of clothing and armor to add more RPG elements, rather than just boosting specials many clothing and armor pieces now have more unique effects or are more useful in certain situations.

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Permissions and credits
Changes made by this mod apply to all armor regardless of the user, meaning they apply to players and non-player characters. This keeps the game balanced fairly while expanding the RPG elements present in the game by providing reasons to use a less protective armor in exchange for its other uses. Such as keeping a business suit in your inventory to use while selling things as it now provides better prices via an extra rank of Cap Collector while worn.

The overall goal is to provide a more realistic feel while preserving RPG type gameplay (and expanding it in some cases), by replacing the simple SPECIAL boosting effects of a large selection of all armor and clothing to give it more utility based off it’s in game appearance and/or description. Thus creating more opportunities for creative gameplay, especially when players use powered armor.

All additional game objects share their meshes and textures with other in game items to allow this mod to function on console versions of the game and to keep the mods lightweight for as little performance drop as possible due to using the mods. The lone exception is the restored cut content, the Brotherhood Cloak, which required a texture but was otherwise complete.

NOTE: Equipment that grants an "extra" rank of a perk will give you that perk if you do not have it at all. This acts like you spent a perk point to level up that perk. Meaning not only is that perk applying to the normal game, but also to unlocking things in Settlement Build Mode.


Changelog

Armor

  • Leather chest pieces now add +10 carry weight.
  • Metal Armor chest negates 25% of incoming damage.
  • Wedding rings now grant ether +1 Luck or +1 Perception
  • Combat Armor chest provides +20 Carry Weight
  • Added Medic Armor Chestpiece, shares combat armor appearance, less protective, boosts effects of healing items.
  • Synth Chest Piece now absorbs a larger percentage of energy damage.
  • Railroad Armored Coat overall protection increased, weight increased, absorbs some explosion damage.
  • The following armor now absorbs some explosion damage:
    • DC Guard’s “Umpire Pads”, Vault 81 Security Armor, Convent Security Armor
  • Gasmask Rad Resistance increased from 15 to 25.
  • Grognock’s Costume reduces the cost of sprinting.
  • Kellog’s Outfit auto-injects stimpacks.
  • Robot Armor has been vastly overhauled to make it almost but not quite power armor. After all if it's armor made from robot parts and weighs a crap ton, why can't some of those parts still be working? Robot Armor now resists physical and energy damage. Robot arms grant +1 strength each. Robot legs increases carry weight by 10 each. Robot Chestplate increases VATS hit chance. Assultron Helmet grants +1 Perception. Eyebot helmet grants +2 perception. Sentrybot helmet decreases staggering received by the wearer.
  • Mechanist's Armor is now an exoskeleton. It increases carry capacity, action point refresh speed, melee damage, and unarmed damage by a small amount. It also makes fusion cores last slightly longer. The helmet grants 2 perception.
  • Marine Armor Underbody is now an exoskeleton. It increases carry capacity, action point refresh speed, melee damage, and unarmed damage by a small amount. It also makes fusion cores last slightly longer. The helmet's filters now work and remove rads form consumed foods and drinks. The torso massively increases carry capacity.
  • Trapper Coastal Armor increases sneak speed and boost stealth while in shadow.
  • All Disciples helmets, hoods, hats, and so on reduce perception by 1, but increase charisma by 1 (You look more intimidating, but they do block your eyes sooooo...)
  • Disciples Armored Skirt increases sneak speed and boost stealth while in shadow.
  • Operator's Heavy Chest Piece decreases damage taken from explosions.
  • Operator's Belted Chest Piece grants +10 carry weight.


Power Armor

  • All Power Armor Frames allow you to jump slightly higher (reduced from previous version by 66%).
  • Power Armor Frames bought/given by the Atom Cats are faster while sprinting than normal PA Frames.
  • Overboss Power armor pieces each grant +2 melee damage and a small amount of bleed damage to unarmed strikes. These stack.

Clothing

  • Undamaged Hazmat Suits now make you immune to environmental radiation damage.
  • Red Rocket and Mechanic’s Jumpsuits can be modded like vault suits.
  • Dirty and Clean Postmen’s Uniforms now add +30 Carry weight.
  • Drifter Outfit grants +10 Carry Capacity.
  • Army Fatigues increase sneak speed and boost stealth while in shadows, instead of boosting strength and agility.
  • Restored cut content “Brotherhood Cape”, and made it a part of the normal BOS uniform. Cape uses slot 56. DO NOT ADD BALLISTIC WEAVE TO CAPE! That will cause a crash. I have disabled the ability to mod the cape in this way, but other mods may renable it.
  • The following clothing grants an extra rank of the Locksmith Perk:
    • Engineer’s Armor, Red Rocket Jumpsuit, Utility Overalls, Science Scribe Armor, and Explorer’s Outfit
  • The Scavenger's Outfit grants +20 carry capacity.
  • The Following clothing grants an extra rank of the Hacker Perk:
    • Corsuer Uniform, Field scribe’s Armor, Ingram’s Underarmor, Mechanic’s Jumpsuit, Science Scribe’s Armor, and all Lab Coats.
  • Brotherhood Fatigues now increase sneak speed and boost stealth while in shadows.
  • Medical Goggles now boost the effects of healing items.
  • Cait’s Bandoleer grants +20 carry capacity.
  • Child of Atom robes now have the “Blessing of Atom” and help you resist radiation exposure and ingested radiation, as well as radiation damage weapons.
  • Atom Cat’s Jacket (and Zeek’s Jacket) grant an additional rank of the Science! Perk. Zeek’s Jacket defense increased.
  • Institute Labcoats and Jumpsuits now add an additional rank of the Science! Perk.
  • Hoodless Institute clean suits now work like the Damaged Radiation Suit.
  • Hooded Institute Clean Suits now make you immune to environmental radiation.
  • Minuteman General’s outfit  and the Colonial Duster provide an extra rank of the Local Leader perk.
  • The following outfits provide an extra rank of the Caps Collector Perk.
    • Minuteman Outfit, all clean business suits, and the Ratty Skirt.
  • Patchwork sweater & furry pants/shorts grant some bonus melee damage and make all unarmed attacks deal bleed damage.
  • Hunter's Pelt Outfit slowly heals damaged limbs and turns you invisible while sneaking while draining AP (This applies to NPCs as well).
  • Hunter's Hood increases sneak speed and boost stealth while in shadow.
  • Hunter's Long Coat slowly heals damaged limbs and turns you invisible while sneaking while draining AP (This applies to NPCs as well).
  • Brotherhood Fatigues grant +10 carry capasity.
  • Diver Suit radiation resistance increased by ~70%
  • High Confessors Robes's now grant +2 Chrisma.
  • Hubologist Outfit's now grant a rank of Hacker and Locksmith while worn.
  • Unique Vault Suit "Legend of Vault 88" now greatly improves your buying and selling prices.
  • Vault 88 Pipboys grant 1 rank of Locksmith and Hacker (Cannot be used by player, but should allow companions to pick/hack 1 level better than normal. This is somewhat intermittent.)

This mod will be compatible with texture swaps and mesh changes, but may cause conflicts with other mods that adjust vanilla armor's stats.
It also seems to be compatible with mods that add armor mod slots.