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Adds upgrade options to every outfit in the game. Dress the way you want while actually improving the balance of the game.

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Adds upgrade options to nearly every outfit in the game. Dress the way you want while actually improving the balance of the game. Modular armor is still better in the long run because of legendary effects, but upgraded outfits are great for stealth play or just looking cool. They are also great to use if you want to protect your settlers without making them look like a militia.

Requires Far Harbor, Nuka World, and Automatron.

Outfits that take up armor slots now have access to the following upgrades with the right perks:

Ballistic Weave (Unlocks the same way as before)

In addition to those upgrades, one of the following can also be added to nearly every outfit:

Lead lined
Ultra Light

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. Ballistic weave cannot be put on underarmor or hats.

It's the most vanilla-like experience as far as clothing upgrade mods go. (If you know of others let me know so I can use them myself!) If you want tons of options and don't care as much about vanilla balance, there are far more in depth mods.

Optional creation club file contains separate patches for creation club armors. If it's not in there, chances are it doesn't need a patch. The loose mods for the creation club armors are not always perfect, since I don't have the time to make entirely new loose mod types like I did with the main file. I tried to match them up as best as I could. For example, the doom marine outfit will use the "wastelander" loose mods.