Fallout 4

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RickTheNexus

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RickTheNexus

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About this mod

Multiple Armor Patches for Horizon.

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HI! Im taking a break from modding indefinitely. Anything ive created can be tweaked/fixed and reuploaded. No credit or permissions necessary at all. Everythings good, its just been a long haul and a lot of work...and Im just ready to stop. All of these patches should be compatible forever. So I wouldn't worry about anything breaking from any future versions of Horizon. Have fun!!!! :) :) :)

Updated For Horizon V 1.5 +
Some general information can be found at the bottom of this page.

NOTE: Armory Activator File: You will need my armory activator file (described below) for most of these mods. Its just used to hide all the extra crafting menus. It can be found here in the optional section. (You dont need it if you already downloaded it from one of my other patches, they are all the same file)

*If I add any new armors I will add it to a list in the post section, so just check that out!
*There’s quite a few downloads but everything is in alphabetical order!
*Some of these are replacer .esps and I have removed the need for Armorsmith Extended and AWKCR from some of them.

Patched Files:(Click on the spoiler tags to reveal any relevant info)

Absolutely Skimpy Attire 1.5 (CBBE, please read description in the spoiler before using!!!)
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-Craftable in the tech lab. Everything has been sorted into catagories. You must craft the Absolutely Skimpy Attire Catalog in the Equipment section of the Tech Lab to make the menus appear. Scrap/store/drop the catalog and the menus will disappear.

-This will work for both CBBE versions!!

PLEASE READ:

-This mod is very modular and comes in a lot of pieces, it uses a lot of slots and isn't easy to patch. The boots/heels are considered the "body" of the suit as they occupy the body slot. This means they receive all of the standard Horizon outfit upgrades. The other pieces to the outfit are considered cosmetic.

-I separated everything into separate crafting categories so that way you know what can be worn with other items, I don't want you to have to craft everything and guess. All items retain the naming of the original mod and have the slot they occupy in its name. I also gave every slot a different icon so they will be nicely separated in your inventory.

-I will probably clean up the names of the items in this mod and some point as I like things clean and simple....


Agent Outfit 1.5
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-Craftable in the Tech Lab under equipment.

-This was made for the CBBE version. Reve23 has patched the Vanilla Version.


Ashara Cyborg Armour 1.5
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-Updated Tech Lab keywords and connect the crafting menu to the armory activator.

-Craftable in the Tech Lab under Ashara Cyborg Armour.
-Requires rank 4 of the robotics magazines to craft.
-The two full face helmets also receive eye and mask upgrades.


Amazonian Princess 1.5
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-Craftable in the Tech Lab under Amazonian Princess using the Armory Activator.

-The hand and foot wraps occupy the arm and leg underarmor slots and are cosmetic only.


Assaultroness 1.5
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-Craftable in the Tech Lab under Assaultroness using the Armory Activator.


Atom Girl 1.5
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-Craftable in the Tech Lab under Atom Girl using the armory activator.

-I fixed an bug where the gloves would not show up in first person.

-The teddy bear and the gun and considered upper and lower backpacks.

-The two outfits with the teddy bear and gun attached to it receive a built in double backpack slot. (crafting costs are increased)

-Most of the items are considered cosmetic and I gave them the casual clothing icon.


Badlands Mashups 1.5
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-Craftable in the Tech Lab using the armory activator.

-There is a vanilla and a CBBE version.


Beyond Boulder Dome Elite Armor 1.5
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-Craftable in the Tech Lab under Beyond Boulder Dome Elite using the Armory Activator.

-I lowered the resistances by a lot so this armor will be on par with the rest of Horizons gear, but it will be a little heavier and give slightly more resistances.

-The Armor comes in with a built in upper backpack since it has a tank attached to it.


Beyond Boulder Dome Environmental Armor 1.5

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-Craftable in the Tech Lab under Beyond Boulder Dome Environmental using the Armory aAtivator.

-I lowered the resistances by a lot so this armor will be on par with the rest of Horizons gear, but it will be heavier and still give some decent radiation resistance.

-The helmet with the tank attached comes with a tank that occupies most of the back, so I gave it double backpack upgrades.


C.R.O.O.K.S. Expansion Raider Overhaul 1.5
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-Craftable in the Tech Lab under Crooks Gear and is connected to the Armory Activator.

-This adds only the gear. I removed everything else because faction overhauls just wont work with Horizon.I made a new "copy" of all the gear and so and my patch replaces the original Crooks.esp similar to my Raider Overhaul patch just to ensure there wont be any issues.


Casual Commonwealth Couture 1.5
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-Updated the keywords for the uninstaller tato.

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This mod adds a lot of outfits (about 70). Most of them are t-shirts with prints, but at least it can add some variety to your game.
Nothing in this mod is craftable and is all added to the level lists via script. Looking at it in foedit it seems that a variety of them are added to settlers, raiders and gunners.

-The uninstall (tato) is craftable in the Device menu of the Tech Lab


Casual Engineering 1.5
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-1.5:The items added by this mod can still only be added when you find the Workshop Catalog, but they have been updated to use the new Tech Lab keywords.

-v
1.1:You can now wear a lower backpack with both versions of the outfit. I lowered the resistances a little bit to compensate.

-There are two versions. One is for the "Vanilla" download. The other is for the "CBBE Curvy" download. (I don't use CBBE, but it was the most downloaded version on the mods site....if you want one for another version, let me know!!!)

-Can only be crafted in the tech lab once you find the Workshop Catalog the same as in the original mod...so you dont need my armory activator with this patch.

You can craft 2 versions:
-The alternate version is upgradable like any other outfit in Horizon, and it can use armor parts, unlike the original mod.

-I didnt think it would look good with backpacks (it has a tank strapped to its back) so the main version of the outfit takes up both the lower and upper backpack slots. It is upgradable like any other outfit in Horizon, and it can use armor parts, unlike the original mod.
-It comes with its own built in lowerback pack slot that is upgradable.(theres a big toolbelt down there anyways, it looks like you could store stuff in it)
-It cannot use an upper backpack, since there is a big tank in the way. I gave the suit some resistances to poison, fire and radiation, since it looks like it could be used as an oxygen tank.
               *So you loose some carry weight overall, but gain some resistances!

-The helmet cannot occupy the actual helmet slot (it would make you look half bald) so you could wear it with another helmet...but don't because you will get two helmet upgrades at the same time.
-Check out
Crimson Accessories  (I made a patch for it) for a welding helmet that covers your face!

Casual Oufit Collection 1.5
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-Craftable in the Tech Lab under Casual Oufit Collection and is connected to the Armory Activator.


Chinese Stealth Armor 1.5
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-Connected this mod to my Armory Activator. Craft in the equipment section of the Tech Lab.

-V1.1:Lowered crafting requirements. The armor parts and upgrades now use Horizons components, and use less. There didn't seem to be a need to lock the suit out for too long in your playthrough, but it will still take quite a bit of work to piece the suit together!
Be sure to follow the load order so that level lists don't overwrite anything important.

This patch was made for version 1.04 of Chinese Stealth Armor. Dont upgrade to a higher version until I have time to update this patch accordingly! This is a compatibility patch for Horizon and Chinese Stealth Armor. This IS NOT the same as Chinese Stealth Suit that I have already patched. I did try to design this so that the two mods can be used together. I changed the name to Chinese Stealth Commando Suit so that the two would not be confused.

Just a note; theres an optional file in my chinese stealth suit mod page that can use armor parts if you want to use these armor parts with that mod!

-The armor cannot be worn with any backpacks. That will be the price to pay for gaining access to the stealth upgrade. My Chinese Stealth Suit patch gave you rads when using stealth mode, so at least there are different tactical options. 

-The armor pieces will not give you much defense and will miss out on the material upgrade. To compensate I gave each armor piece two upgrades that you can choose from. The upgrades only function when you are crouched, so they are accessed the same way as the stealth mode! The upgrades can be found in the armor workbench and are upgradable using the same materials as the rest of the gear.

The reason why I added the upgrades is because the armor parts are the main feature of this awesome mod, so I needed a way to make it so you would want to use the new armor parts with the suit, and not use a different armor part instead.  I think the upgrades are very encouraging and hopefully losing the defense is worth it!


Combat Helmet Illumination 1.5 (no update needed)
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-The mod requires no update and is fine to keep using with Horizon 1.5.

-Adds a headlamp to the combat helmet and tinkerer's headgear that is craftable at the armor workbench.


Commonwealth Mashups
1.5(VANILLA AND CBBE versions available!)
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-Craftable in the tech lab.
-If you don't use CBBE download the optional vanilla download on the Commonwealth Mashups mod page.


Commonwealth Mini Dresses  1.5 (VANILLA and CBBE versions available!)
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-Everything can now be crafted in the Tech Lab.

-Craftable in the tech lab using the armory activator.

-Can be used with male characters....go for it!


Commonwealth Scavvers 1.5
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-Everything has been updated to use the new tech lab keywords. The Scavvers Catalog can be found in the equipment section of the tech lab.


Note:I have made a patch that adds Commonwealth Scavvers gear to the raider level lists.Details for everything you need is available on my Raider Overhaul Patch page!

I have made this a replacement .esp and it adds all of the gear from Commonwealth Scavvers except for the power armor. Everything is craftable at the Tech Lab. To craft you must first craft the "Scavvers Catalog" and have it in your inventory. (You must exit the Tech Lab and go back in to see the new menus). I have sorted everything into catagories so things are easier to find.

-I have only included the gear from this patch and have made it all craftable in the Tech Lab.

-Everything in the Accessories menu is cosmetic. You can hide armor parts (done in the armor workbench) to get the look of the item(s) you want and the defense of whatever armor part you want. 

-I created a second version of a lot of the masks, so you will see them showing up in the Helmet category and the Mask category  The Helmet version utlilizes horizons stealth helmet effect...its normal to see a hat appear on your character for a split second when changing items, this is normal. I created these because some helmets might clip with these masks because they sit high up on the forehead, so at least you can have other options. This way you can only wear a mask but also get the appropriate helmet upgrades for it.

-Anything that occupies the back, including the casket, are now considered backpacks and get the appropriate upgrades.

Commonwealth Shorts 1.5 (CBBE OR VANILLA - BOTH HAVE TWO SEPARATE FILES TO DOWNLOAD!)
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-1.5:Moved everything to the tech lab

-There are TWO SEPARATE FILES TO DOWNLOAD for each version. (CBBE or VANILLA)

-Craftable in the chem lab under "Commonwealth Shorts" and "Commonwealth Vault Shorts" but don't require any magazines.

Commonwealth Survivalist Gear
1.5
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-1.5:Moved everything to the tech lab.

-v1.1:Gave the glasses a eyewear perception bonus.

-Ive made the armor that is included in this mod completely cosmetic. Things are easier this way. You can use this mod for looks and horizons parts for the defensive bonus. Just hide any parts are that are clipping, but some will probably look ok worn with it anyways!

-This mod is pretty big...so I've split the gear up into two menus. One for clothing and one for accessories.


Courser X-92 Power Suit 1.5
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-This patch now uses my Armory Activator. Craft the activator in the equipment section of the Tech Lab.

-Everything is craftable in the Tech Lab under Courser Power Suit. The suit comes with modules that you can craft, but they will not function unless the suit is equipped. The modules give a variety of abilities and they are equipped like any other clothing item but they do not occupy a slot.

Another feature of the suit is the Courser T-47 Fusion Core. You can craft T-47 Fusion Cores from within the Courser Power Suit menu. These Fusion Cores will give you a lot of defense for a short period of time. They are consumables and will only give you the defensive bonuses when the suit is equipped.

Just a note: I tested this mod with the vanilla female body and it looked ok.

Changes:

-Both the suit and the modules will be extremely heavy. The weight of the suit is there to offset all of the special abilities available to the player.

-The suit no longer occupies armor or underarmor slots but it is very heavy and so are its upgradable modules. If any armor parts are clipping just hide them. (This is a free upgrade and is done from within the Armor Workbench.

-The stimpack module now works with combat stimpacks.

-T47 Fusion Cores now last for 90 seconds instead of 30 minutes. (I can adjust this if its too low!)

-I lowered the stats on a few of the modules.

-The courser goggles get the appropriate Horizon upgrades.


Cross Ballistic Mask *AUTHOR HAS DISCONTINUED THIS MOD*
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-I have placed this in the "old" section of the files, I am not sure there will be a use for it anymore.

-
v1.1: Removed the dynamic naming system.

-The mask has two parts that can be crafted: One is for the mask itself and the other is for the eyes, its the way the mod is designed. But--the eye upgrade takes up the "mouth" slot. The mask itself has all of Horizon's mask upgrades but it doesnt occupy the mouth slot, SO--you COULD wear another mask with it that only occupies the mouth slot (surgical mask, for example)...BUT--don't wear another mask with it because then you would get double the mask upgrades, and that breaks Horizon's balanace!
So, to summarize my ramblings..wear the two parts together.

-Craftable at the chem lab using the armory encyclopedia like the rest of my patches requiring two magazines to unlock. (Robotics and Ballistic)

Cross Familiar Eyepatch and Horn 1.5
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-Everything has been moved to the equipment section of the tech lab. Once crafted they will disappear from the crafting menu to clean things up.

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v1.1:Gave the eyepatches an eyewear perception bonus.

-The eyepatches get Horizon eye upgrades the same as any other eyewear. 

-The horn gets full helmet upgrades because it takes up the space that a helmet does...but I cant give it the hair(helmet) slot or it makes your character bald. This means you can probably wear it with some helmets, but don't since you will be able to get two helmet upgrades at the same time! 
I thought making it cosmetic was an option at first, but it will probably clip with most helmets anyways so I think if your choice is between wearing a helmet or wearing a cosmetic horn, most people would pick the helmet. Giving the horn full horizon helmet upgrades is just the easiest way to integrate it into Horizon. It may not be the upgrade of choice for everyone but at least if someone wants to use it they can without being penalized on defensive stats.

-Craftable at the chem lab using the armory encyclopedia like the rest of my patches requiring medical magazines to unlock.

Cross Institute Tech Mask 1.5
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-Everything has been moved to the equipment section of the tech lab. Once crafted they will disappear from the crafting menu to clean things up.

-I separated the full, half and jaw mask into three separate armors. This was done so the gear can occupy certain slots and get Horizons appropriate upgrades. (...or get no upgrades if it doesn't occupy an armor slot...)

-HALF MASK: This was the default version. It gets horizons usual mask upgrades, and all of the original Tech Mask upgrades but it cant be changed into the full or jaw version anymore.

-FULL MASK: This used to be an upgrade of the default version but it is now on its own. It gets Horizons usual mask and eyewear upgrades and all of the original Tech Mask upgrades but cannot be changed into the half or jaw version.

-JAW MASK: This used to be an upgrade of the default version but it is now also on its own. It doesn't get any of Horizons upgrades and cannot be changed into the full or half version, but it still gets all of the original Tech Mask upgrades. It now occupies the "Neck" slot, so it can be worn with pretty much any headgear.
It still can be used for cosmetic reasons, but the flashlight feature of the mask might come in handy since you can now equip a flashlight on your face and still choose whatever headgear you want to wear.

-Craftable at the chem lab using the armory encyclopedia like the rest of my patches requiring magazines to unlock.

-I also removed the dynamic naming system.

*Note: If you wear the jaw mask at the same time as the full/half mask you could probably equip two separate light upgrades...its pointless to do this but it is possible since I gave them compatible armor slots. If you do this with the light upgrades you might need to store/drop your mask or restart your game to get the light functioning again.
So....ya....don't wear the jaw mask with the other versions at the same time. There wont be any major issues but its pointless.

*Just a heads up too, it was brought to my attention that only the half mask will function correctly with gas masks of the commonwealth!


Cross Uni Headset 1.5 (Requires Cross Framework and AWKCR)
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-Everything has been moved to the equipment section of the tech lab. Once crafted they will disappear from the crafting menu to clean things up.

-v1.1: The helmet and hat now default to the "headset" mode when constructed so you can equip it right away with the headset without clipping. The "default, non-headset" mode can still be toggled in the armor workbench.

-The headset is purley cosmetic and occupies the "headband" slot so it should be wearable with a lot of helmets/hats.

-Craftable at the chem lab using the armory encyclopedia like the rest of patches, everything requires two magazines to unlock.


Dave's Wasteland Sweater 1.5
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-Can be crafted in the Equipment section of the Tech Lab.


Dread Headgear 1.5
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-Everything has been updated to use the new tech lab keywords and now uses my armory activator.

Note: have made a patch that adds The Dread Headgear helmets to the raider level lists.Details for everything you need is available on my Raider Overhaul Patch page!

-I was worried about the wordspace/cell edits causing conflicts with Horizon, so you can only craft the helmets now.


Dicky's Pinup Outfit 1.5 (CBBE, please read description in the spoiler before using!!!)
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-Everything can be crafted in the Tech Lab. You must craft the Dicky's Pinup Catalog in the Equipment section of the Tech Lab for the menus to appear. Store/scrap/drop the catalog and the crafting menus will disappear.

-The hats receive Horizon's stealth helmet magic effect as they do not occupy the actual head slot but they receive all of Horizon's helmet upgrades. If you notice a helmet appear and quickly disappear when equipping a piece of headgear this is normal!

PLEASE READ:

-This mod is very modular and comes in a lot of pieces, it uses a lot of slots and isn't easy to patch. The footwear is considered the "body" of the suit as they occupy the body slot. This means they receive all of the standard Horizon outfit upgrades. The other pieces to the outfit are considered cosmetic.

-I separated everything into separate crafting categories so that way you know what can be worn with other items, I don't want you to have to craft everything and guess. All items retain the naming of the original mod and have the slot they occupy in its name. I also gave every slot a different icon so they will be nicely separated in your inventory.


Enhanced Commonwealth Wardrobe 1.5
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-Everything can now be crafted in the Tech Lab. You must craft the Enhanced Wardrobe Catalog in the Equipment section of the Tech Lab for the menus to appear. Store/scrap/drop the catalog and the crafting menus will disappear. I have sorted everything into various categories so things are easy to find.

-This is compatible with both the CBBE and Vanilla versions!

-Things are still added to level lists, but they are not added via scripts so they might conflict with other mods that alter the same level lists. I didn't have to change much with the level lists to make things compatible with horizon.


Equippable Bikini High Heels Stockings and Gloves 1.5 (Requires CBBE)
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-Everything has been updated to use the new tech lab keywords and now uses my armory activator.

-Craftable in the Tech Lab.

-The Bikini is made in 3 separate "parts".
-Heels and Stocking
-Top and Bottom
-Gloves

The mod is designed in a certain way that the Heels and Stockings are considered the "main outfit" and receive all of the usual Horizon upgrades. I would have liked to have given the top and bottom the appropriate upgrades, but this is the easiest way from a modding standpoint due to slot and keyword usage.  Everything else is cosmetic and cannot receive upgrades, but complete the outfit as a whole.


Faction Field Outfits 1.5
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-Moved everything to the Tech Lab.

-Faction outfits need covert ops magazines to craft. (I suppose its like your making a disguise...)

-Coloured outfits need trick of the trade magazines to craft.


Fatigues Extended - Military Outfits 1.5 (Use the fatigues only version!)
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-Moved everything to the Tech lab.

-The ammunition outfit comes with built in double backpack upgrades.

-The communication outfit comes with a built in upper backpack upgrade.


Femshepping's Wasteland Drifter Outfits FEMALE AND Femshepping's Wasteland Drifter Outfits MALE 1.5
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-There are three separate patches: Female CBBE, Female Vanilla and Male. There are two separate downloads for female and male for the original mod, so make sure you download the correct version for what you need.

-These are all replacer .esps.

-Everything can be crafted in the Tech Lab and is connected to my armory activator.


FO4 Piercings Patch 1.5
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-Craftable in the Tech Lab under Piercings and is connected to the Armory Activator.

-I moved everything from slot 55 to slot 56 so they no longer interfere with backpacks.


Fortaleza Armor 1.5 (Requires CBBE)
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-I have patched three files: The Main Download, The Pauldrons Download and the MK1 Download.

-Everything can be crafted in the Tech Lab under Fortaleza Armor and is connected to the Armory Activator.

-I moved the belt in the main download to the lower backpack slot and gave it lower backpack upgrades.

-Armor parts are now cosmetic so you can wear whatever armor you want with them. Just hide the armor you want to use for defense. (this is done in the armor workbench and is a free upgrade).


Geist Suit 1.5
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-Can be crafted in the Tech Lab under Equipment


GITS Motoko Kusanagi Outfit 1.5
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-This is a replacer .esp. When installing just choose the AWKCR option. My patch will remove the need for AWKCR so you don't actually need it.

-Everything is connected to my Armory Activator and can be crafted in the Tech Lab.
-The outwear and armor now occupy the underarmor slot and can be worn with armor parts, so they are simply cosmetic now.


Hour Of The Reaper 1.5
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-This should work with either the Vanilla or CBBE download.

-Everything can be crafted in the Tech Lab under Hour Of The Reaper and is connected to the Armory Activator.

-The Horns and Horns with Earrings use Horizons Stealth Helmet Enchantment Effect. This is because they don't actually occupy the Hair slot but I wanted to give them Helmet upgrades so they are a viable option for something to wear. It is normal to see another hat appear and disappear quickly when equipping these items.

-The Sword and Remnant of the Past receive backpack upgrades and now occupy the proper backpack slots.

-I made the skull helmets occupy the entire face so they now receive eye and mask upgrades.

-The armor parts are cosmetic only and now occupy underarmor slots. Equip whatever armor parts you want to wear and hide them. This is done in the Armor Workbench and is a free upgrade.


Institute Assassin
1.5
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-Moved everything to the Tech Lab.

-v1.2:Gave a perception bonus to the eyewear.

-There is a Vanilla and a CBBE version.

-I removed the Mysterious Stranger changes.

-The belt takes up the lower backpack slot and gives carry weight and there is also a cosmetic version.


K-9 Harness 1.5
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-Craft the K-9 Harness in the equipment section of the Tech Lab.

- I gave the armor the same defensive stats as the medium dog armor, but it has extra carry weight options.


Kerrigan Bodysuit 1.5 (Read installation instructions!)
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-When installing select: Color Changer, updated New Gloves texture, and DO NOT USE armorsmith extended.

-Craftable in the Tech Lab under Kerrigan Bodysuit and is connected to the Armory Activator.

-I moved the collars to the neck slot.


MacCready Armor Redone 1.5
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-This adds only one item so you can craft it in the Equipment section of the Tech Lab


Modular Vault Jumsuit 1.5 (Use the all dlc version, requires CBBE)
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-This is a replacer .esp and was made for the all dlc version V1.2

-This mod is connected to the armory activator and the crafting menu will show up in the Tech Lab.


NanoArmor 1.5
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-This mod is now connected to my Armory Activator. Craft the activator in the equipment section of the Tech Lab.

This is a compatibility patch for Horizon and NanoArmor. Its meant as a companion for Nanosuit which I have patched. The armor parts should look good with any sleek outfit, like the vault suit, so I figured I'd post it separate from my Nanosuit patch so that someone doesn't miss out on it who wants more of a variety in Horizon's armors.
I will also probably add optional features to the armor parts at some point so I wanted to keep it separate for whenever I get around to doing so...

The armor included in this mod is now purely cosmetic,
EXCEPT for the helmets. Equip any of Horizons armors and hide it, this is done in the armor workbench. You can now wear any of the NanoArmors for looks and get the defense of whatever other armor you want. Even though the parts are only cosmetic, I think its nice to have more of a variety of armor parts available to players.

-There are two helmets included that have all of Horizon's upgrades and also include the original mods colour changing options.

-You can still change the colour of any of the armor parts.

-Instead of upgrading the armor parts size from within the armor workbench I have made them all into separate armors. (light,medium and heavy)

-Everything is in the tech lab under Nano Armor and requires various robotics magazines to unlock.

-The colours for the various armor parts no longer require any resources to craft.

*I updated my Nanosuit and Stealthsuit patch so that all cosmetic armor parts from any of my patches can now be worn with it, including the armor parts from this patch....
*There's also a bunch of armor parts available in my NCR Ranger patch if your looking for even more variety in armors...


Nomex Gloves 1.5
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-Craft in the Tech Lab under Nomex Gloves and is connected to the Armory Activator.


Octocamo Armor 1.5
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-Craft in the Tech Lab under Octocamo Armor and is connected to the Armory Activator.

-There are two versions of the suit: One has stealth capabilities but cannot be worn with armor parts. I made a new version that does not have stealth capabilities but can be worn with armor parts.

-I changed it so the stealth Octocamo Armor has stealth capabilities by default.

-The Gear items now occupy the upper and lower backpack slots but receive backpack upgrades. Crafting costs reflect this.


Outfit 1.5
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-Moved everything to the Tech Lab.

-v1.1:Gave a perception bonus to the eyewear.

-The sling is purely cosmetic.


Outsider's Mark 1.5
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Craft in the Tech Lab under Outsider's Mark and is connected to the Armory Activator.

-I moved them from using the "FX" slot to the Ring slot. I have seen issues with the FX messing with mods like Tactical Flashlights so I wanted to use a slot that wouldn't cause any issues.

-I removed the special bonuses from the marks so they are now cosmetic only.


Overboss Outfit 1.5
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Craft in the Tech Lab under Overboss Outfit and is connected to the Armory Activator.

-The jacket is cosmetic only and now occupies the underarmor slot.


Pampas Set 1.5 (Requires CBBE and some of the optional hair styles require KS Hairdos)
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-Updated all keywords for Horizon 1.5.

-This is a patch and not a replacer .esp, so place this patch after Pampas Set.

-Everything can be crafted in the Tech Lab. To craft the items you must first craft the Pampas Catalog and have it in your inventory. The Catalog can be found in the equipment section of the Tech Lab. I split Pampas' gear up into a couple of catagories because the mod adds a lot of items so this way it cleans things up a bit.

-I used Horizon's hide helmet enchantment on some of the hairstyles so they can receive helmet upgrades. I also created a cosmetic version of the hairstyles so they can also be used with a hat.

-The armor pieces are now cosmetic. Equip whatever Horizon armor you want for defense and hide it (this is done in the armor workbench) and then equip the cosmetic item of your choice.

-The belt now receives double backpack upgrades.


Police Officer's Outfit 1.5
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-This mod uses its own magazine for crafting so you cant craft anything until you find the required magazine. (check the mod page for details). Everything will appear in the Tech Lab once you find the magazine but will still appear on certain npcs in the same way as in the original mod.

-The police armor is cosmetic only and occupies underarmor slots.


Precursor Suit 1.5
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-Can be crafted in the Tech Lab under equipment.

-The jacket is now cosmetic only and occupies the chest underarmor slot. (If you equip armor parts with the suit that clip, just hide them. This is done in the armorsmith workbench)

-There's a white retexture of the Precursor Suit if anyone is interested in it. Synth Suit (Precursor Re-Texture)


Prostitute Outfit 1.5
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-This should work with either the Vanilla or CBBE download.

-This is a replacer .esp so when installing if you select the npc replacer version of the mod my changes will overwrite it and they will still be craftable only.

-Everything can be crafted in the Tech Lab under Prostitute Outfit and is connected to the Armory Activator.


Rad-Ban Eyewear 1.5
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-Moved everything into the Tech Lab.
-I removed the level list changes to avoid conflicts. They are only craftable now.

-There are two versions of the glasses.

Version 1: These do not get any horizon eyewear upgrades and do not get a perception bonus. To keep in line with the theme of the original mod they will give you 40 rad resistance!

Version 2: This version is named "MKII". These are more in line with standard Horizon eyewear. Use these if you like the glasses for cosmetic reasons and want the standard Horizon eye upgrades and perception bonus.

-They are craftable at the chem lab requiring various magazines.


Railroad Renegade 1.5
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-Moved everything into the Tech Lab.

-v1.1:Gave the goggles an eyewear perception bonus.

-The harnesses are cosmetic only.


Sarah Rage Armor 1.5
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-Craft in the Tech Lab under Sarah's Rage Armor and is connected to the Armory Activator.


Scouter by Ruddy88 1.5
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-Moved everything into the Tech Lab.

-v1.1:Added perception bonus to Hacked Scouter.

-v1.1:Added an alternate no rad version. The glasses no longer give you rads with this version. But, it no longer gives perception bonus and cannot be worn with a mask. (Lets just say the scouter is bulky and wearing a mask interferes with its connection.)

-The Scouter has some fairly powerful enhancements that can be added to it and because of this it needed a drawback and a reason not to want to use it. I figure it is a failed piece of prewar technology that was abandoned due to the high levels of radiation it emits. This means for as long as you have it equipped you will receive a continuous, but small, does of rads. It also doesn't get any of Horizon's eye upgrades.

-I included an alternate version of the Scouter called the "Hacked Scouter". It does not give rads and it receives the same vision upgrades as any other Horizon eyewear item. It looses all of the Scouter's unique enhancements but still retains its two cosmetic modifcations. Use this version if you just like the look of the scouter.

-Everything is crafted in the chem lab and locked out using robotics magazines and hacking magazines.


Sentry Armour 1.5 (no update needed)
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-The mod requires no update and is fine to keep using with Horizon 1.5.

-This armor is not craftable but is found in the game world the same as in the original mod.

-The armor part of this outfit no longer occupies armor slots but underarmor slots. So equip whatever armor parts you want with it and hide them. This is done in the armor workbench. I also gave it built in double backpack slots since it probably wouldn't look good with a backpack anyways.


Shade Girl Leather Outfits 1.5
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-Everything can be crafted in the tech lab and is connected to the Armory Activator.

-This is a patch and not a replacer .esp since the mod is relatively new.

-I removed the special armor upgrades for the outfits since Horizon adds its own. I also removed any crafting requirements for the outfits cosmetic upgrades, so feel free to dress however you want!


Sirius.12 Assault Suit 1.5
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-Connected this mod with my Armory Activator. Craft the activator in the equipment section of the Tech Lab.

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V1.2 I increased the speed of the suit. I also increased the melee weapon damage, unarmed damage and action point regen upgrades. I want this suit to make you feel like a killing machine when your wielding the blade and without armor parts it needs a serious boost in stats! You may need to drop your armor and pick it back up for changes to take place.

V1.1:I raised a lot of the bonuses and changed the blade from using its
own damage upgrades to Horizons. It should do a lot more damage now, hopefully its ok!

This is a compatibility patch for Horizon and Sirius.12 Assault Suit.

The suit, helmet, gloves and blade can all be crafted in the Tech Lab under Sirius Armor.
Just a note: I use the the vanilla female body and it looked ok, I think it says CBBE but I saw no problems.....

Changes:

-The helmet and gloves no longer give upgrades. The suit now contains all of the special features. Horizon gives helmets a ton of upgrades anyways and gloves cant have upgrades for balance reasons.

-The suit cannot be worn with armor parts.

-I added in a version of the suit called "Non-Functional" that can be worn with armor parts but does not get any of the suits unique upgrades. I did this so that if you like the look of the suit but you don't want any of the bells and whistles that come with it.

-Every version of the suit is equal and gives the same bonuses. I locked them out in tiers but they are only for cosmetic purposes.

The armor comes with a host of upgrades:
-Moved the gloves 50% bonus to reload bonus into the suit.
-Removed the perception, endurance and luck bonus and instead gave a bonus to ap regeneration.
-Raised the speed bonus and lowered damage resistance bonus.
-Raised the action point bonus.
-Added in a bonus to melee damage.
-The suit also comes with a bonus to strength, agility, immunity to fall damage and unarmed damage.

-I lowered the blades critical damage multiplier to Horizons standards and i swapped its original enhancements for Horizons blade enhancements.....This is the first weapon I have ever patched so let me know if I should adjust anything! 

-The gloves will share the same worldspace (and crafting) image as the helmet. The original glove image was bugged and if you dropped it you could not pick it back up again.... I'll play around with it and see if I can fix it, but in the meantime the helmet will show up as the picture for the gloves in the crafting menus...but it doesn't really change anything in regards to the actual equipment, its just cosmetic.



Sirius .16 Assault Suit 1.5
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-This mod requires Sirius .12 Assault suit to be installed first (link above) but not my patch for it.

-Everything can be crafted in the Tech Lab and is connected to my Armory Activator. The .12 and .16 suit will each have their own crafting menu.

-The suit special abilities are the same as my .12 patch (See above for details).

-This mod uses a lot of different slots, so I tried to give them all a different tag icon so you can see what can be worn with another item.

-I made "non functional" versions of the main suit so you can use Horizon's body upgrades instead of the Sirius upgrades.


Skarlett Dress 1.5
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-Craftable in the Tech Lab under Skarlett Dresses and is connected to the Armory Activator.


Spartan Sniper Outfit 1.5
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-This patch now uses my Armory Activator. Craft the activator in the equipment section of the Tech Lab.

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I added in a lot of magic effects to this outfit so it would have quite the sniper feel to it. I carried over some effects from my Wasteland Sniper patch. Some of the gear will give you special bonuses while wearing them but only when you have the “sniper” versions of the Spartan outfits equipped!

Everything is craftable in the Tech Lab. I used this outfit without CBBE and it looked ok.

There are now two types outfits you can craft:

Spartan Outfits:

-Has all of Horizons upgrades.

Spartan Sniper Outfits(new):
-Cannot be used with armor parts. 
-Cannot be used with a backpack.
-Has 3 mods that can be upgraded 3 times each at the armor workbench. All effects will only be activated when sneaking.
-Increased Movement Speed (when sneaking)
-Increased AP Regen (when sneaking)
-Increased Reload Speed (when sneaking)


Toothpick:
-Takes up the mouth slot, so it now has Horizon's standard mask upgrades.
-Gives a bonus of 50 AP when you are wearing Sniper Outfits and sneaking.

Headband:
-Has the same upgrades as a helmet.
-Uses Horizon's stealth helmet effect. This was done because the headband can only occupy the headband slot and I had to prevent someone from wearing two helmets at the same time. When changing gear you might see the knit cap appear on your head for a split second. This is normal.
-To equip a different helmet you’ll have to unequip the headband first. (Its the nature of the stealth helmet effect)
-Highlights targets when worn with the Sniper Outfits and sneaking.

Boots:
-Is cosmetic, but gives a reduced detection when sneaking bonus when worn with the Sniper Outfits.

Harness:
-There is a cosmetic version and a carry weight version.
-The carry weight version occupies the chest armor slot and is meant to be a tactical choice over armor. (The carry weight version cannot be worn with the Sniper Outfits)

Wrap:
-The chest wrap is purely cosmetic, but does cover up nudity from the mod.

Eyepatch:
-Gives all of Horizons standard vision upgrades.


Spiff's Wasteland Clothing Pack 1.5
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-This mod adds a lot of content so everything can be crafted in the Tech Lab. You must craft the "Spiff's Wasteland Clothing Catalog" in the Equipment section of the Tech Lab to make the crafting menus appear. Scrap/drop/store the catalog and the menus will disappear.

-The Metal Skull helmet receives Horizons hide helmet enchantment effect. This is done because the helmet does not actually occupy the head slot but still needs to receive all of Horizon's head upgrades. If you see another hat appear and quickly disappear when equipping it this is normal!


Survival Outfit Collection 1.5 (CBBE females only. V1.8 is also for male characters)
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-Everything has been moved to the Tech Lab.

There are two patches:

-One is for v1.7 of Survival Outfit and requires the vanilla option of CBBE. (I believe that vanilla CBBE is an option you select when installing CBBE).

-The other is for v1.8 of Survival Outfit which requires CBBE and is for MALE characters too!
I honestly don't use CBBE but I'm sure if you installed CBBE you can figure out which file you need.
I would assume that if you aren't playing a female character and you use Survival Outfit v1.8 you don't need to worry about installing CBBE since it doesn't change anything about male characters...maybe equipping an outfit on a female npc might look funny though.


Squire Outfit 1.5
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-Everything has been moved to the Tech Lab.

-Moved the backpack to both backpack slots, so it now gets two backpack upgrades.

-Craftable at the chem lab requiring Fact or Fiction magazines.


Street Fighter 5 Cammy Tactical Suit 1.5
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-Craftable in the tech lab under Cammy Tactical Suit and is connected to the Armory Activator.

-This patch is compatible with the Atomic Beauty Conversion.

-The suit comes with a backpack and a utility belt so I gave it double backpack upgrades, but it also occupies both backpack slots. Crafting costs reflect this.


Synth Raider Armor 1.5 (no update needed)
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-The mod requires no update and is fine to keep using with Horizon 1.5.

Note:This patch was made for version 1.0

-Can only be found in the game world the same as the original mod.

-This patch is made for 1.0 of Synth Raider Armor. If the mod is updated let me know so I can update my patch!


Synthful Traitor Cyberpunk Outfit 1.5

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-Craftable in the Tech lab under Synful Traitor using the armory activator.

-I removed the damage upgrades attached to the gloves so the claws are cosmetic only


Tactical Armor 1.5
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-Connected this mod with the Armor Activator. Craft the activator in the Equipment section of the Tech Lab.

-Craftable in the Tech Lab under Tactical Armor using the armory activator.

-The chest piece is cosmetic only now so just wear the armor you want with it and hide it. (This is done in the armor workbench).

-I made carry weight and cosmetic versions of some of the accessories.


Tacoduck's Lore Friendly Armor Pack 1.5
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-The mod requires no update and is fine to keep using with Horizon 1.5.

Lore Friendly Armor Pack adds a lot of outfits that can be found in the game world. It looks like everything is added through script, and I didnt see any conflicts so everything should work fine.

Changes:

-There were 4 craftable outfits you could craft at the chem lab. You can no longer craft any of the outfits. They will now be found in containers along with the other oufits.

-Everything has horizons upgrades, and I made sure that all outfits can be worn with armor parts.

-The goggles are worn on the head but I still gave them the usual eye upgrades.

-The Denver Dog outfit comes with a built in backpack, so you cant wear another backpack with it, but it comes with two built in backpack mods that you can upgrade at the workbench.

-The Iconoclast outfit comes with a giant tank strapped to its back. You cant wear it with any backpacks, but it comes with some high defenses to make up for this.


Tao's Catsuits 1.5
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-Connected this mod with my Armory Activator. Craft the activator in the Equipment section of the Tech Lab.

Note: This patch was made for version v1.6.

-Craftable in the Tech Lab under Tao Catsuit.

-This is NOT a replacer .esp, it is a patch...so make sure it is put after the Tao Catsuit .esp. (I don't like doing replacer .esp's for newer mods because it isn't as easy to update them)

-This patch was made for version 1.6 of Tao's Catsuit.


The Casual Wanderer 1.5
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-Moved everything into the Tech Lab.

-Craftable in the Tech Lab.


The Freebooter 1.5
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-Craftable in the Tech Lab under The Freebooter and is connected to the Armory Activator


The Headpiece Dispatcher 1.5
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-Craftable in the Tech lab under Headpiece Dispatcher and is connected to the Armory Activator.

-This mod contains the helmets only but none of the original features of the mod because I wanted to avoid any conflicts. (It contains most of the helmets, I left out a couple).


The Four Horsemen 1.5
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-Everything has been updated to use the new tech lab keywords and now uses my armory activator.

This patch is for version 2.1 of the Four Horsemen.

Note: have made a patch that adds The Four Horsemen masks to the raider level lists.Details for everything you need is available on my Raider Overhaul Patch page!

-A couple of the helmets in the newest version for Four Horsemen now use Horizons stealth helmet enchantment. If you see a hat quickly appear and disappear on your characters head when changing gear, this is normal.

-Everything is craftable in the tech lab under "The Four Horsemen". They are locked out requiring some magazines before you can craft them.

-The wings take up both backpack slots and get the appropriate upgrades.


The Wandering Scavver 1.5
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-There is an update file as well on the original Wandering Scavver mod page, be sure to download this aswell and overwrite the original .esp!

-Craftable in the tech lab under The Wandering Scavver using the Armory Activtor.

-This mod added a bag that contained all of the outfits, I left the two army outfits inside but the rest must be crafted.

-The mechanic outfit has a belt and tools so it comes with a built in lower backpack upgrade. Crafting costs reflect this.


TNR Shoulder Lamp 1.5
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-1.5 Changes: Moved everything to the equipment section of the tech lab. Once crafted they will disappear from the menus to clean things up.
-I changed the lamps from using the lower backpack slot to the upper backpack slot. Since it occupies a backpack slot it wasn't really usable since you would loose a lot of carry weight, so I gave it a backpack mod that is upgradable like any other backpack!

-Both Lamps are craftable at the chem lab requiring various perks. They should still be found in the game world the same as in the original mod since they are added via script.

-When installing use the vanilla option.


Tomb Raider Outfits 1.5
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-Craftable in the Tech Lab under Tomb Raider. Craft the armory activator, found in the equipment section of the tech lab, to make the crafting menu appear.

-The knife and rope now occupies the lower backpack slot and receives the proper lower backpack upgrades.


Tough Traveller Outfit 1.5
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-Everything has been moved into the Tech Lab.

-v1.1:Gave a perception bonus to the eyewear. (I did not give night vision version a bonus.)

-Added in a version of the night vision goggle that has Horizons vision modes.

-Made chest and limb armor pieces purely cosmetic.

-I made this patch using the "vanilla" download, but I looked over the CBBE version and it should be ok.


Toxic Raider Armour 1.5
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-Everything is craftable in the Tech Lab. Craft the armory activator, found in the equipment section of the tech lab, to make the crafting menu appear.

-It should work for any version (CBBE, Vanilla...)

-The armor parts are now cosmetic only. They are broken down into 3 separate items (light, medium and heavy). If you want to use armor parts with them equip the armor part you want and hide it. (this is done in the armor workbench and is a free upgrade)


Troublemaker Outfits 1.5
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-Craftable in the Tech Lab. Craft the armory activator, found in the equipment section of the tech lab, to make the crafting menu appear.


True Reporter1.5
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-Craftable in the Tech Lab. Craft the armory activator, found in the equipment section of the tech lab, to make the crafting menu appear.

-There are 2 separate "Piper Oufits". The one that is for the player is called the "Sole Survivor's Piper Outfit". I assume it is different from the other Piper Outfit to account for the Pip-Boy.


Tschutschi's Wardrobe II 1.5
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-This patch now uses my Armory Activator. Craft the activator in the equipment section of the Tech Lab.

-Craftable in the Tech Lab.

-Don't bother using the Armorsmtih Extended update.


Vault Explorer 1.5
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-Craftable in the Tech Lab. Craft the armory activator, found in the equipment section of the tech lab, to make the crafting menu appear.


Wanderer's Trench Coat 1.5
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-Everything has been updated to use the new tech lab keywords and now uses my armory activator.

This patch is for V4.0 of The Wanderer's Trench Coat.

Note:I have made a patch that adds The Wanderer's Trench Coat to the raider level lists. Details for everything you need is available on my Raider Overhaul Patch page!

-Ive moved everything into its own menu in the Tech Lab now that there are three separate items included in the mod now.

-The outfits can be crafted in the Tech Lab under The Wanderer's Trench Coat. The trench coat and the undercoat can be upgraded in the armor workbench.


Waster Armor 1.5
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-Everything has been moved into the Tech Lab.

-The patch will work for either the vanilla or bodyslide download.

-This is a patch and not a replacer .esp.

-I made two versions of the goggles. A cosmetic one so you can wear a pair on your eyes and one that gets Horizons upgrades. (You character would probably pull them down when needed)

-The shirt is cosmetic and now occupies the chest under armor slot. Just use the hide armor option in the armor workbench if you have clipping with a chest armor piece.

-Craftable in the chem lab Tech Lab "Waster Armor"


Wasteland Fashion 1.5
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-Everything has been moved into the Tech Lab.

-There is a vanilla version and a cbbe version.

-There are two female only clothing items. If you are a male and equip these, it gives you an institute piece of armor instead. I thought about making a male only version, but it seems like a waste. I labelled the two armors with a "female" tag so just don't craft them....unless you want the institute armor I guess.


Wasteland Mashups1.5
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-Craftable in the tech lab. Craft the armory activator, found in the equipment section of the tech lab, to make the crafting menu appear.

-There is a CBBE and a VANILLA version.


Wasteland Ranger 1.5
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-Moved everything to the Tech Lab.

-I also attached Horizons stealth helmet magic effect to the cap so you can no longer wear two hats at once. If you see a hat appear and quickly disappear when changing gear this is normal!


-1.2 update:Swapped the slots for the toolbelt and the backpack. The backpack is now an upper backpack slot and the toolbelt is a lower backpack slot.

-The toolkit is an alternate lower backpack.

-The hat included with wasteland ranger only takes up half of the players head...it looks cool, but fallout 4 wasnt really designed for this. It cant be given the hair (hat) slot, which is the space that it occupies, or the sole survivor looks like he had a labotomy....So, basically, if you do use this hat just dont use it with another helmet/hat. Nothing bad will happen....but you'll be able to upgrade two hats you can wear at the same time and they will clip like crazy (probably).

-Ive made the armor that is included in this mod completely cosmetic. Things are easier this way. You can use this mod for looks and horizons parts for the defensive bonus. Just hide any parts that are clipping, but some will probably look ok!


Wearable Dogtags 1.5
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-Craftable in the Tech Lab under Equipment.

-I moved them from slot 55 (The upper backpack slot) to the neck slot.


Wearable Missile Launcher 1.5
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-Craftable in the Tech Lab under Wearable Missile Launcher. Craft the armory activator, found in the equipment section of the tech lab, to make the crafting menu appear.

-I made the Missile Launcher occupy both backpack slots and it receives both backpack upgrades since you cant really wear a backpack with it anyways...crafting costs will reflect this.


Western Outfits 1.5 (Requires CBBE)
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-Connected this mod the the Armor Activator. Craft in the Equipment section of the Tech Lab.

-This is for version 1.1 of Western Outfits. This mod is rather new, so if this mod is updated just message me to let me know and I will update this patch!

-Everything is craftable under the Tech Lab under Saloon Girl Outfits.

-The outfits no longer occupy underarmor or armor slots, so when you equip armor parts just hide them. (This is done in the armor workbench).

-The Saloon hat uses Horizons stealth helmet magic effect. This had to be done because of the slot is occupies. If you see another hat quickly appear and disappear when equipping gear, this is normal.


XA BOS and Scribes 1.5
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XA BOS Scribes and Soldiers REPLACES the BoS Field Scribe's Armor and BoS Brotherhood Fatigues with new versions. These new versions are equipped with pieces of power armor to make them look like heavily armored versions of the original outfits. *(They dont actually have or drop power armor parts, its just incorporated into the look of the outfits!) This means any NPC's wearing these outfits will now have the heavily armored replacements...I think they actually look pretty good and seem to fit right in! I've given them stats that make them heavier and have better defensive stats but shouldn't be overpowered. Nothing is craftable so they will have to be looted off npcs.


Other Patched Armor Files:

Cross Institute Expeditionary
Raider Overhaul
XOF Armor Pack
The Kite's Handmaiden and The Kite's Militia Woman
Eli's Wasteland Clothing (And Several Other Eli Patches)
Black Widow Armor
Retro Fashion Overhaul
Crimson Accessories
Nanosuit
Chinese Stealth Suit
Cross Prewar Cybernetics
Gloves of the Commonwealth
NCR Ranger Veteran Armor
NCR Patrolman and Trooper Armors
Adventure Outfit
Wasteland Sniper
Clothing of the Commonwealth


Armory Encyclopedia
:
I wanted a way to group together all of my armor/clothing patches for Horizon. One thing I wanted to avoid is creating a whole bunch of extra menus in the chem lab. I also HATE having mods I've downloaded getting mixed in and lost with Horizon's menus--its hard to tell what's added by another mod sometimes! 

So--I created a separate .esp called "Horizon and RicktheNexus Armory Activator". It is available in the download section of all my armor patches. They are all the same file--no need to download it more than once! What it does is allow you to craft a book in the utility section of the chem lab called the "ArmoryEncyclopedia". Equipping the book will show all of my patched armor mods in the crafting menu of the chem lab. Dropping/scrapping/storing it will make them go away. This gets rid of all the clutter of menus my patched mods will create and still allows me to keep them all separate and organized!

Some gear requires skills to unlock, i never use perks. this is because Horizon has a limited number of perk points and I don't want you to miss out on any gear because a perk is out of reach. Another reason is that I hope my patches can have a real sense of progression on your game. I hope it feels rewarding to check back every so often to see if you've unlocked any cool gear!


Texture Clipping:
Some textures will definitely clip with armor parts and backpacks. Especially with mods that add capes/cloaks. If you don't like the way something looks, just go into the crafting menu and hide that particular backpack or armor part!!! (Hiding armor parts is done in the Armor Workbench)

Other Horizon Patch Makers:

ArcherDown