This patch adds a few new scripts and keywords to outfits I have edited and I needed to carry over those changes.
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Removed a dirty edit in the vault 111 cell on the cryolator case. Nothing was changed, but it could have potentially caused issues with mods loaded before this one that edited this case.
Version 3.4.1
Fixed absurd weight of mining helmet, now matches the hard hat. Thank intothevolcano for pointing this out!
Version 3.4
Fixed BoS material swaps,thank you FilthyCasual523 for pointing this out!
Version 3.3
Added fixes by Stoma! He found and fixed many inconsitices with the weight on under armor linings which impacted gameplay in multiple ways. Thank you Stoma!
Upon looking at weight values pointed out by Stoma, which I totally overlooked before - I have decreased the weight of under armor modifcations by 1 (when compared to non-under armor outfits).
Version 3.2
Added many more fixes by AsatorThundrGod.
Carried over a few unofficial patch changes
Version 3.1
Incorperated AsatorThundrGod's fixes into the mod. Includes combained template fixes for many under armors as well as a crafting recipe fix for the vault suit. Thank you AsatorThundrGod!
Re-added robes of atoms devoted enchantment, added descrption. Made rad resist more gradual for people who aren't trying to go for max immunity.
Version 3.0
Added upgrades to underarmor
Added vault 101 jumpsuits and vault security armor to vault 111
Made certain rad resistant outfits require science to upgrade, and don't provide any damage resist. Ballistic weave lowers rad resist, but makes them viable as regular armor.
Too many small balance adjustments to list here. Very likely to be adjusted in future updates.
Version 2.2
Reverted some enchantment changes to glasses.
Misc enchantment changes
Misc balance changes
Wedding ring is no longer a featured item
Merged versions together, only removing stealth mod. This is the best balance I feel, and least prone to bugs.
Finally added simple resistance upgrade options to under armors!
Increased base resistances of many outfits.
Liams glasses now reduce charisma by 2 and the legendary description is actually accurate, even though the SPECIAL can't display as negative.
Some clothing with many variants now have varying SPECIAL bonuses as well, to hopefully provide options for many playstyles.
Masons necklace now provides 3 strength, but still takes up torso armor.
Hazmat upgrades made unique to hazmat style outfits. Includes hazmat suit, cleanroom outfits, and space costume.
Robes of atoms devoted enchantment removed because from what I can see, it's super buggy and allows you to be completely immune to radiation even at full health. Somebody please correct me if I'm wrong. Replaced with increased RAD resist compared to other atoms devoted, at the cost of no SPECIAL bonus.
Version 2.1
Carried over new unofficial patch changes
Version 2
Fixed incorrect keywords for courser uniform loose mods.
Added a few missing object effects to certain outfits.
Postman outfits now match other clothing, in that the clean variant offers +1 charisma.
**This is a fan made modification made with unofficial tools. Use this at your own risk, and back up all save files and mods before using.**
This mod adds upgrade options to most outfits in the game, as well as rebalances all clothing to make them more competitive with each other. Dress the way you want while actually improving the balance of the game. Modular armor is still better in the end game because of legendary effects, but upgraded outfits are great for certain play styles or just looking cool. They are also great to use if you want to protect your settlers!
In addition to adding upgrades, many balance tweaks and improvements have been made to clothing and outfits. *Please suggest a change if you feel one is needed. I simply don't have time to test how every outfit feels naturally in-game, so I value your opinions* Extra emphasis on this since the latest underarmor update.
A very small number of unobtainable outfits have been added back into the game in lore friendly-ish ways. Vault 111 has been edited because of this - just something I thought was nice. If people don't like it, I can make a version without those changes. Let me know.
In the future, I may look into adding clothing and clothing mods to the legendary loot and vendor lists. That is the final step to truly make the clothing vs. armor problem totally dependent on your build and legendary drops. For now any updates will be towards improving the balance of the mod.
THANK YOU to the following for balance and/or bug fixes: AsatorThundrGod stoma FilthyCasual523 intothevolcano
Requires Far Harbor, Nuka World, Automatron, and the Unofficial Fallout 4 Patch.
Most outfits now have access to the following lining upgrades, including under armor:
Cloth Leather Steel Combat Ballistic Weave (Unlocks the same way as before)
In addition to those upgrades, one of the following can also be added to outfits that take up at least 2 armor slots:
Pocketed Padded Muffled Lead lined Weighted Ultra Light Biocomm
How it works in-game
All upgrades have loose mods, which can be put on outfits of a similar nature. Hazmat upgrades work on all hazmat variants, suit upgrades can be transferred to any other suit, and so on.
All upgrades also update the name of the outfit in-game, just like the vanilla game does with armor and weapons. Example: "Leather Lined Pocketed Hazmat Suit"
No exploits, no balance issues, lore friendly. You no longer will feel forced to join the Railroad to unlock ballistic weave, but if you do unlock ballistic weave your outfits still get a very nice bonus - a small armor boost and a large reduction in weight. Ballistic weave can no longer be put on hats, but hats have been balanced so they are still a viable option if you are willing to give up the resistances that helmets provide.
Note: Creation Club File has not yet been updated for the newest version, and won't be, unless I get tons of free time at some point. Very sorry to anybody who used those patches.