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Updated Armorsmith Patch for Sirius.12 Assault Armor by Humannature66, now also with VIS tags.

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An updated Armorsmith patch for the Sirius.12 Assault Suit by humannature66. Erroneous keywords have been removed and new added, the armor can now take thermooptics and eyewear-based mods like targeting HUD. There are also new AWKCR keywords that will make it sort better with sorting mods (though annoyingly I can't make the gloves and armor sort into their collapsed categories, anyone know what I'm doing wrong let me know and I will fix), I use VIS-G for my sorting mod and so the Twinblade weapon mods are weightless by default. Note that only Armorsmith and the original Sirius.12 mod are requirements for this file, you don't need VIS-G or any other sorting mod. If requested I can make a version that removes the sorting tags and adds weight back onto the weapon mods.

The armor is also now crafted at the Armorsmith bench under Sirius Armor (find it at the bottom of the list likely), and requirements have changed; you now need a little bit of Ballistic Fiber and Circuitry to make them as well (still really low for such good gear; I added that more for immersion than balance), while to make the normal version you need Armorer 3 and Science 2, to make the Sunflare armor you need Science 3 instead, and for the top-tier Aurora version you need Armorer 4 and Science 4, while to craft the blade gauntlet you need Blacksmith 1 for the normal one, 2 for Sunflare and Blacksmith 3 for the Aurora one (note that they are crafted in the Armorsmith bench for simplicity's sake despite being weapons, instead of in the Weaponsmith bench), while to upgrade them you need Blacksmith 2 for Hardened and Blacksmith 3 for Sharp. 

Statistically the armor and weapons are unchanged, beyond now being able to have a Chinese Stealth Suit style stealth field and thermal vision of course.

There are two versions of the patch, a regular esp, and a esl-tagged esp, which will adhere to esp load order but will function like an esl file. You just need one of the files, and they are not replacers for the original mod's esp.

This mod is based off an older patch by ryzr, which I used as basis for this patch.

Note that this patch is only for the .12 version of the Sirius, not the Sirius.16, because the .12 is the one I use personally. The  .16 has the same file name as the .12 (and as such you can't use the two at the same time), but very different contents. Correction (thanks to KuroSnow for putting me right), the .16 is an upgrade to the .12 so you will technically be able to use this with the Sirius.16 installed over the Sirirus.12, however none of the .16 parts (the exoskeleton and all the extra armor parts as well as being able to put faction decoration on your Sirirus.12) will function properly if you are using this patch in that you won't be able to use faction decoration on the Sirius.12 and the Sirius.16 exoskeletons and parts won't be able to take Armorsmith mods on them, but you could technically do that and have full AE functionality for the full suits and the original mod functionalities for the exoskeleton. While the AE version of Sirius suits from this patch will work with the extra recon sensors, life detection and stealth abilities in Sirius.16, you actually have all of those functionalities and a couple more with the Armorsmith slots already, those will just have a somewhat greater crafting perk requirement.