Fallout 4
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Resh

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Reshirou

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Sick patches for some awesome mods to work with Unbogus Fallout Overhaul (note: not the modulars, just the full AIO.) Updates frequently with new patches.

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Modestly In-Depth Patches for Some of Your Favourite Mods

**WSE2 Patch is actually not done yet, but will be soon. Also, the HUMAN version of Unique NPCs is not done either, but the Creatures and Monsters version is.

VIS-G (and updated AWKCR)
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This one is self-explanatory actually, but a neat thing about it is it includes all the changes in the new AWKCR, like hidden armour, armour size changing, armour material/colour changing, new modcols, new attach points, decals, and everything else.


ARMORSMITH EXTENDED
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Armorsmith Extended was a pretty fun one to do, and will need some testing from you guys to tell me if the balance is okay. What I have done is gone through every armour record necessary to do the following:
1. Remove gloves from anything Unbogus removed the gloves from
2. Added the WSE2 Gloves to the same Leveled Lists as Unbogus, and brought their stats in line with Unbogus' stats; added the proper modification attach slots to Unbogus' gloves AND to WSE2's Gloves, but this might break balance, let me know. . . two mods on a pair of gloves shouldn't be OP though
3. Nerfed every piece of clothing that is now an underarmour, which previously could not have armour on it. Obvious reasoning. I may remove the ability to add armour pieces onto the Railroad padded outfits, and keep their stats how Unbogus has them, since that makes sense, but for now they're nerfed and can be worn with armour. Again let me know how the balance works.
4. changed every helmet or hat to now use the Hat Weaves and not the normal Weaves.
5. BIG CHANGES TO WEAVES. HUGE CHANGES. I _COMPLETELY_ overhauled Armorsmith's AND Unbogus' weaves system. This took a lot of math and time to do said math. Here are the weaves:

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I. Ballistic Weave
Provides Damage Resistance. Is locked behind Armorer, and eventually Science.

II. Aramid Weave
Provides Energy Resistance. Is locked behind Science and eventually Armorer, mirrored from Ballistic Weave.

III. Hybrid Weave
Provides Damage and Energy Resistances, but less individually than the non hybrid counterparts. It is a Hybrid of the Ballistic and Aramid weaves, thus the materials and perks required are a mix.

IV. Kevlar Weave
Provides Energy and Explosion Resistance, but far less Energy Resistance than Aramid Weave. Armorsmith adds an "Explosion Resistance" trait that has five whole levels - so, I made use of that. But plain "Explosion Resistance" felt stupid so I added it to a variant of IRL Aramids. Slightly different materials than Aramid, and is hidden behind Demolition Expert and later, Science.

V. Radiation Protection Weave
Provides Radiation Resistance. Is hidden behind Nuclear Physicist and immediately after, Science.

VI. Railroad Hybrid Weave
Provides Damage, Energy, and Explosion Resistance. Is is a hybrid of Kevlar and Ballistic Weaves, so it has less Energy Resistance in exchange for Explosion Resistance. As such it is hidden behind a combination of Armorer, Science, and Demolition Expert. Also requires you to be litty with the RR. The individual Resistances (except Explosion, since there's only 5 levels total) are also slightly lower than the basic non-hybrid counterparts.

VII. Reinforced Railroad Hybrid Weave
Provides Damage, Energy, Explosion, and Radiation Resistance. This one is a hybrid of every non-hybrid weave so far, so the Energy and Damage resistances are equal. Still lower individually than any of the other non-hybrid ones, especially Radiation. Hidden behind Armorer, Science, Demolition Expert AND Nuclear Physicist, while also still being litty with the RR my guy.

VIII. Fire Retardant Weave
Provides a lot for Fire Resistance; enough to make it worthwhile***. Hidden behind Refractor, but besides that it's really cheap.

IX. Biochemical Protection Weave
Provides Anti-Microbial and Poison Resistance, which means in Survival you're less likely to get sick. The only non-survival benefit is the Poison Resistance. Hidden behind Medic, and later on Chemist.

X. Biohazard Weave
Provides Anti-Microbial, Radiation, and Poison Resistance, but less than the Radiation Protection and Biochemical Weaves (except for Anti-Microbial, which is a set singular value.) Hidden behind Medic and Nuclear Physicist.

XI. Atom's Blessing
Provides Damage, Energy, and Radiation Resistance. Less Damage and Energy Resistance than anything else besides Kevlar and Forged Weave, but only slightly less Radiation Resistance than the Radiation Protection Weave. Hidden behind Armorer, Science, and Nuclear Physicist, and also requires the completion of one of the main quests revolving around the CoA.

XII. Forged Weave
Provides Damage, Explosion, and Fire Resistance. Less Damage resistance than anything besides Atom's Blessing, but only slightly less Fire Resistance than Fire Retardant Weave. Hidden behind Armorer and Blacksmith, and later Strong Back because Steel is one of the materials. Steel Wool, I guess. Sue me. It was at first gonna be Copper.

XIII. Gauze Weave
THis was a fun one, and it only has a single level, just Mk1 (but it's only called Gauze Weave.) See, both Armorsmith and Unbogus had a weave called "No Weave," so I turned the one from Armorsmith into something called Gauze Weave, which adds a slight bit of Bleed Resistance, is super light, and easy to craft, but requires Medic. That way there's only one type of "No Weave."

Note:
All of the prices of the weaves, and the prices of the weaved clothes now, are reflective of the material costs. You can potentially make a living off of making and selling weaved clothes now if you want to role-play like that. Let me know how balanced this is - should be balanced okay since I based it off the materials costs, with a higher sell rate due to the perks required to make the weaves.
Also, the weaves have a diverse level of Weights added; Aramid and Kevlar being really light, Forged and Radiation Protection being really heavy, etc.
Also-Also, I made a Vis-G Version that changes the Dynamic Naming to account for the new naming schemes of all the weaves, AND account for the _two new weaves,_ the Aramid added by Unbogus, and my Gauze Weave.

***Mostly only if you plan on using my Unbogus Weaponsmith mod OR my "Unbogus Elementals" mod, the WSE2 one adding Fire damage to the Flamer and Shishkebab (which now spawn on enemies,) and Unbogus Elementals will be a massive stat overhaul adding Ice, Fire, and Electric damage/resistance to anything applicable, from enemies to clothes to weapons to creatures.



Unique NPCs - Creatures and Monsters
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Carries over every single creature stats change onto the new variations, AND adds new balance changes to the entirely new creatures. The D.E.C.A.Y. and Deadlier Deathclaws patches will be added soon too. The Deathclaws won't actually be harder though, just for the couple new variations in it.
Here are my new tweaks:
I made a modest change to the Glowing creatures; now they have higher health than any other variation, most of the time anyway, and have equal Damage and Energy Resistances. Quantum creatures also have flipped Energy and Damage Resistances compared to their non-Quantum variants.
Rad Spiders are renamed to Radspider
RadSpiders (from Mister Overseer) are renamed to Trapdoor Radspider, and now all tunnel. I removed the glowing special thing with the whole "can't target in VATS" since it felt too unique for them.
Baby variants of tons of things are renamed, like Baby Radspider to Radspiderling, or Rad Squirrel Pup to Rad Squirrel Kit.
Sea Claws renamed to Seaclaw.
Thirdstorm said he purposefully called the Albino version of Stingwings "Stingwing Albino" though so if I ever update this ESP I will revert them back to Stingwing Albino. but for now it's renamed to Albino Stingwing.


Future Plans:
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Weaponsmith Extended 2 will be coming soon, and then Unique NPCs, Human edition. After that, it'll be a ton of small things, which will probably get their own FOMOD since they'll be so small. I also will patch all of the DLC Sized mods, like the four big bois revolving around Fusion City Rising, and Trainwiz's two DLCs. Plenty more than that of course, like, The Train, or Project Phoenix.
About Modern Firearms/Sidearms:
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I might wait until that gets the update which will merge the two together. I will rename the repeated guns in that mod and in WSE2 to be something that makes sense I guess. If you're a gun dude, lmk if I can call a gun like "release 2" or "mark 2" or "beta version" or whatever, I don't know if there's a such thing as a revised or remixed version of guns. Like if the AK-47 has an old version that was made first and an experimental version that changes. . . something. I don't know, it's Fallout so I'll figure it out.


The small patches that'll get a FOMOD include but are not limited to:
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A bunch of the boss creature mods, which will get turned into Kaiju mods - one or two might actually get a unique retexture that'll just be like red or green highlights or something
Useful Crank
Soda is for AP
Every single other Soda or Nuka mod because I'm trash for C O N S U M E R I S M   A E S T H E T I C
M's Abominations (and an M's Abominations Unique NPCs Unbogus patch)
Plutonium Creatures
Like every other creature mod if for some reason it's not in Unique NPCs
Tons of little weapons not included in Weaponsmith Extended 2, but NONE that ARE included in WSE2, since obviously I don't use them
. . .and plenty (no seriously, P L E N T Y) more!


Also an AIO Patch because everything that can't be patched as an ESL is pretty much gonna tank your Load Order in terms of the ESP Limit. I'll try to make a bunch of sensible combinations too, like, all the creature mods separate, or in one AIO patch (with a Lore Patch for Ms or a non-lore Patch.) Or all the Gun Patches mixed with the WSE2 and Modern Firearms patch


Anyone is free of course to modify my patches and upload their modified tweaks. Such as using the stats from my WSE2 Overhaul for their individual weapon overhaul, or whatever. My boss textures can be used by anyone UNLESS I use a Deathclaw texture by Helper Rachel, since that's not mine to give permission for, but I'm sure she'd let you use it if you ask.

These patches SHOULD NOT cause bugs that aren't present in the original mods, as these just change numbers and letters. Well the new Gauze Weave for the Armorsmith Patch might mess something up but I really don't think so. Let me know I guess.