I generally against the idea of disabling ballistic weave on armor-compatible clothes. You use armor-incompatible clothes for weave, get more spared carry weight and sneak buff, but also lose usefull armor mods and potential legendary effects. It's like you spend time doing RR quests, gathering rare ballistic fibers, invest precious perkpoints into Armorer level, but eventually only to get a kind of tradeoff, not a pure enhancement. If you think weave on army faitgues are overpowered, I think this change is also a balance breaking.
It might be better to tweak ballistic mod itself like lowering DR, then leave the clothes they be.
yeah, I'm not a fan of AWKCR either. Made this ages ago so not sure what I was thinking. I should look at how practical pulling my clothing and armor changes from Lunar Fallout to make that standalone.
How about a compatibility patch for UCO? I mean, I could probably make one myself with xEdit but, I'm not sure I trust myself to do it properly and without missing anything. As it is, your mod and UCO almost entirely conflict, and somehow I'm just now noticing this....
EDIT: After taking a closer look at everything, it didn't seem as bad as I initially thought, so I went ahead and made one myself. Took a little under two hours. I used UCO's changes as a base and then copied SELECT edits from your mod over into them. Haven't tested it yet but I was thorough and careful.
Glad you figured out something that works for you. I haven't been actively modding fo4 for a while, so most of my mods are as-is unless there is a bug that needs fixing.
I'm open to suggestions for balance changes to this mod. So far it has been refreshing being able to play through with just full outfits instead of micromanaging armor pieces, but I did go back and tweak a few things that felt too appealing. Also let me know if you have ideas for making any outfit fill specific roles like the brotherhood scribe outfits.
11 comments
You use armor-incompatible clothes for weave, get more spared carry weight and sneak buff, but also lose usefull armor mods and potential legendary effects.
It's like you spend time doing RR quests, gathering rare ballistic fibers, invest precious perkpoints into Armorer level, but eventually only to get a kind of tradeoff, not a pure enhancement. If you think weave on army faitgues are overpowered, I think this change is also a balance breaking.
It might be better to tweak ballistic mod itself like lowering DR, then leave the clothes they be.
EDIT: After taking a closer look at everything, it didn't seem as bad as I initially thought, so I went ahead and made one myself. Took a little under two hours. I used UCO's changes as a base and then copied SELECT edits from your mod over into them. Haven't tested it yet but I was thorough and careful.