Fallout 4

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Hroun

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Hroun

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About this mod

Three flavours to change weave and lining behaviour on clothing and hats.Note: Special Augments is the default NMM download. Click files to choose other versions/optional files.

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Ever felt like the options for ballistic weave on clothing was limited in the vanilla game?
Or that you've installed a mod that allows all vanilla clothing to have access to weave yet the linings on Vault suits were tempting.
Or that you wanted weave, linings and to be able to wear that stylish set of Road Leathers while bouncing that Rad storm's nastiness away.
Or maybe you want all of this but with the ability to have the radiation-soaked wind blowing through your hair without loss of resistances and stats.

I felt like this, and so I tinkered away and managed to make this for myself and for those with the same dilemma.

  • This mod will not grant you access to the vanilla Railroad weave without going through the necessary quests.
  • This mod does not add an alternative to ballistic weave (yet). For this, I recommend More Weaves by Mateodon.
  • This mod does not currently support clothing from the Creation Club.
  • This mod does in the special augments version add a new mod slot to add Special stats to clothing, but not hats.
  • The Special Augments mod is the closest I can manage to a hidden helmets mod without the bugs of one. (I've had hidden helmets identify as Combat Armour, for some reason.)
  • This mod modifies vault suit linings to add poison resistance. See below for reasons.

Important: The Special Augments mod removes ballistic weave from hats, doing so means that specific limb damage will be fully calculated on the head. If I understand it correctly, it won't affect the amount of damage your character will take, just how easy it is to cripple your head. (Correct me if I'm misunderstanding it) Something to be aware of when playing on harder difficulties or survival. Armoured helmets like Synth helmets, Metal helmets etc. have their resistances intact, so these can be worn if need be. If it's a dealbreaker, I recommend the Clothing and Hats version. A price to pay for that hair, I guess? :(

I don't believe this mod is necessary if using Armorsmith Extended. (I don't use AE, myself)

Choose one flavour from the Main files. Do not install multiple versions or you risk radroach infestation of your game. And if you enjoy the mod, feel free to hit that endorse button! :D

Main Files (Choose one):

  • Weaves and Linings - Clothing only: All clothing can be modified with vault suit linings and weave. Hats haven't been touched, and the vanilla hats originally compatible with weave remain.

  • Weaves and Linings - Clothing and Hats: All clothing and non-armour hats can be modified with vault suit linings and weave. Examples of which can't be modified are Synth Helmets, Army Helmets, Metal Helmets etc. Note: Mascot Head has also been excluded due to CTD when looted.

  • Weaves and Linings - S.P.E.C.I.A.L Augments (No hats): All clothing can be modified with vault suit linings and ballistic weave but removes weaves, linings and special stats for all hats in-game. Clothes also have an additional new mod, S.P.E.C.I.A.L augments! These augments add special stats to clothing, to compensate for the loss of stats on hats. This version is intended for those who don't wish to feel forced into using a helmet to min/max DR and special stats or a way to 'hide' helmets and show off that fantastic hairstyle. Ballistic weave has been doubled in DR and cost as well.

Note: Quest rewards and Uniques have been left alone. These are as follows:
- Airship Captain's hat
- Captain Ironsides' hat 
- Grandpa Savoldi's hat
- MacCready's hat
- Minuteman General's hat
- Oswald's Tophat
- Silver Shroud hat
- The Captain's hat
- The Dapper Gent
- Tinker Headgear
- Mascot Head (While unique and having no SPECIAL stats, modifying the data of this item causes CTDs when being looted.)

All main files have compatibility with Better Mod Descriptions by Takaru Minari. It isn't required, but if it's installed, load these after BMD and all of it's patches.

Optional files:

  • S.P.E.C.I.A.L Augments VIS compatibility patch: Adds VIS tags to the augments in the Special Augments version.

  • Weaves and Linings - More Weaves patch: Doubles the resistances of More Weaves' alternative to Railroad Ballistics weave (Which is usable from the start of the game). Requires More Weaves and WaL: Special Augments version.

  • Combined VIS and More Weaves Patch: Combines the functionality of both the VIS patch and More Weaves patch into one .esp, will also add tags to MW's mods. Requires WaL - Special Augments, More Weaves and VIS. Do not use with either of the separate patches.

  • Weaves and Linings - Remove Poison Resistance: There are two optional files to remove poison resistance from Vault Suit linings, choose the one that matches the main version that you are using and ensure this optional file is lower on the load order. (See below for why this optional file exists)

As with main files, optional files have compatibility with Better Mod Descriptions. Load them after BMD and all of it's patches. (BMD's More Weaves patch is not needed if you use any of WaL's More Weaves patches.)

Special Augments!: (Applies to Special augments version only!)

So what's so special about these augments? Well, as mentioned above, you've lost Special Stats on most hats in game. But fret not! For these augments that are applied to clothing make up for that loss. They cost a small amount of materials to craft, and are removable so they can be transferred when you find yourself a better set of threads.

Augments:


These are craftable from Armorer and Science! rank 1, and can be applied to all clothing articles. The materials to craft them are the same and as follows:

6x Adhesive
4x Circuitry
8x Copper

They can raise one special stat by one point.

Poison Resistance! (v1.1):


Poison resistance is an unreasonably rare resistance to find in the base game, and there are a small handful of enemies in the early game that can destroy you very quickly with poison damage (Especially so in higher difficulties). To ease the sting (excuse the pun) of poison in the early game when you don't have access to the perk magazine or any Poisoner legendaries, I've added Poison resistance to Vault Suit linings for all versions of the mod from v1.1 onwards. It starts at 5 and increases by 5 with each level of lining up to 25. If using Special augments, it will start at 10 and increase by 10 for each level of lining. (For a maximum of +25 in Clothing only version, +50 in Clothing and Hats and Special Augments versions.)

If you play on easier difficulties (lower than Normal) and find this makes certain enemies laughable, like the Mirelurk queen, use the optional file to remove the poison resistance for your mod version. The addition of poison resistance was aimed at those playing difficulties higher than Normal.

Lore justification:


So Vault Suit linings are a technology made by the Vault-Tec corporation, what business do they have being woven into simple clothing and hats? Well, my explanation would be that any one of the three major factions in Fallout 4 would surely have the means to reverse engineer the linings for use in normal outfits.

You have one faction who even has the technology to stitch reinforced ballistic fibre into clothing to resist the impact of bullets and concentrated energy. Another faction with access to all the technology of the C.I.T. And the other, salvaging pre-war tech by force or otherwise from across the wastes. A savvy sole survivor or Sturges might also have the means to study the suit they were dealt with and learn the method of replicating such.

As for hats, I can't imagine radiation soaking into your cranium and boiling that brain-cage being something anyone would want to be a part of.

Poison resistance would be that linings make stingers and other implements of injecting venom have a harder time of getting to your fleshy and juicy bits. (Less penetration and venom injection time, I guess.)

Some clothing is hard to justify the effectiveness of the lining, such as harnesses, Faded Visors and the like. These were added merely for player choice.

Augments are difficult to justify, but hear me out. Set aside the fact they are essentially circuitry woven into the very cloth to augment human characteristics, and try to answer one question... Why would wearing a military cap increase the ability to perceive your surroundings?
Perhaps the augments could be a modification of the bio-metric circuitry found in Vault-Tec Vault Suits? Cybernetics in the form of body modification exists in the Fallout universe (Examples are Master in Fallout, Horrigan in Fallout 2, Paladin Cross and the Lone Wanderer with perks in 3, Rex, House and Lobotomites? in Fallout: New Vegas, and a certain antagonist in Fallout 4), as well as external methods of enhancing human abilities such as Power Armour frames and the systems built/modified into the armour plating. I think of these clothing augments as an in between of both technologies. (All of which pale in comparison to the complexity of Gen 3 Synths.)

Feedback is always welcome!

Requires AWKCR 3.0+ and All DLCs.


Compatibility:

- Compatible with mods like More Weaves that add alternatives to the Railroad ballistic weave.
- Might not be compatible with mods that modify vanilla clothing, hats, linings and weave.

My other mod(s):
Hide Pip-boy from workbench

My console mods/ports on Bethesda.net

Planned:

- Separate version that also adds weave and lining to all hats as well.- Done!
- Separate versions that removes all hats from access to weave and optionally doubles weave armour values and cost on clothing to compensate. (For those who want to have modded hair that doesn't work well with hats and not lose stats)-Done!
- More Weaves/Better Mod Descriptions compatibility patch for S.P.E.C.I.A.L Augments version.-Done!
- VIS Patch for Augments.-Done!
- Combined .esp for VIS and More Weaves patches.-Done!
- Add poison resistance to linings for early game difficulty smoothing on higher settings.-Done!
- Higher level S.P.E.C.I.A.L Augments. (ie. +2 Strength, +1 Agility/+1 Luck etc.)-Scrapped.
- Add an alternative to ballistic weave for all versions.