About this mod
Do Note:
All armor effect are balancing on/for Survival Mode only, so if you are playing on other Mode, you might feel OP with these outfit.
Please keep in mind, this is my 1st outfit mod that base on Skyrim, some part of the body do looks imperfectly.
- Permissions and credits
- Changelogs
I realise there are too many nice outfit which has bad stats, and ending up just installing 'mod outfit' and use it like forever.
Main concept was to make those nice looking outfit usefulness, or at least worth to collect or carrying swapping around between combat or non-combat situation, not just for photoshot.
Also trying to bring some beautiful Skyrim outfit into Fallout 4, at first I create this just for personal used, but I feel like it was such a waste if I don't share it, so people who don't own Skyrim would has a chance to try those unique outfit with fallout lore adjustment.
Not sure why after 4 years of Fallout 4 nobody is doing this yet, really hope those talent modder would have more love for fallout fans.
General Info:
Add actual useful upgrade-able mod for 4 unique leader outfit, and 1 armor base on Skyrim outfit.
- All outfit has 2 extra rank of ballistic weave mod for Survival Mode Only.(To minimize OPness)
- All vanilla outfit are craftable at 'Crafting > Mysterious Mailbox'.(Standalone to minimize possible conflict)
- Faction and Companion outfit require origin outfit to craft.(Standalone to minimize possible conflict)
- 4 Faction leader outfit has strong unique perk that require you to stay in that faction to activate it.
- 4 Faction leader outfit are re-name so you wont get confuse.
- All non-vanilla outfit will need to find in the wasteland.
- Each one will have a very strong guardian guarding it.
- Guardian drop unique item such as Mysterious Cap etc.. (Scrapped for now).
Stats/How to get:
- General's Uniform & Hat - Minutemen General's Uniform & Hat
Chrisma +1
Damage Resist: 45~240
Energy Resist: 80~275
Electrical Resist: 0~20
Carry Capacity: 0~75
Chrisma +1~3
+10~25% damage against Non-Humans.
-15% less damage from all opponents.
Further -0~10% damage from Factions (Bos, Railroad, Institute).
+10% damage and -5% less damage for each comrades fighting along your side. (Max stack of 10)
- Elder's Battle Coat - Maxson's Battlecoat
Damage Resist: 50~245
Energy Resist: 0~195
Fire Resist: 0~20
Carry Capacity: 0~90
Perception +1~3
+25~50% damage against Feral Ghouls, Super Mutants and Synths.
-10% less damage from Feral Ghouls, Super Mutants and Synths.
Halved all incoming Explosion Force/Damage when inside a Power Armor.
Recover 0.1% Radiation/Health when inside a Power Armor (0.25%/0.5% when Perception 10/20).
Increased Fusion Cores overall lifespan by +10% (20% when Perception over 15).
(Since there is no legal way to obtain without killing maxson.(Will not Respawn after loot))
- Wanderer's Fatigues - Fatigues
Energy Resist: 10~185
Cryo Resist: 0~10
Carry Capacity: 0~90
Agility +1~3
+25~75% damage against Synths and Institute foes.
+5% bonus on selling items (10%/15% when Agility 10/20).
Stealth Boy effects last 10 seconds longer (15 secs when Agility 15).
Engaging Stealth when Agility is 20 or higher will causes enemies to lose you instantly.
(So you don't need to be a pervert by pickpocketed Desdemona.(Will not Respawn after loot))
- Director's Lab Coat - Father's Lab Coat
Energy Resist: 5~180
Rad Resist: 0~10
Poison Resist: 0~10
Carry Capacity: 0~55
Intelligence +2~4
+0~50% damage against Humans.
-20% less damage from Synths.
+10% bonus XP for each Intelligence higher than 10 (Max stack of 100%).
One extra guess when hacking.
Bypassing terminal cooldown when Intelligence is 20 or higher.
+20% damage with Energy Weapons (30%/40%/50% when Intelligence over 10/15/20).
Loot it on a desk on the upper floor of the director's quarters, Only After Nuclear Family quest.
- Deathclaw Hunter Armor & Cowl
Energy Resist: 10~35
Rad Resist: 5~30
Poison Resist: 10~35
Perception +0~3, Intelligence +0~1, Luck +0~1
Cowl A. Gain an extra chance of dealing Critical Damage on Deathclaws, +3% Double Critical Damage, +4% Triple Critical Damage, and +2.5% Quadruple Critical Damage. [Perception 15: +6%/+8%/+5%, Perception 20 or Higher: +9%/12%/+7.5%]
Cowl B. Every VATS attack on the same body part of Deathclaws gains +4% Accuracy. Gain a +2% chance to instantly kill any Deathclaws except Deathclaw Guardian. [Luck 15: 6%/+3%, Luck 20 or Higher: 8%/+4%]
Damage Resist: 30~270
Energy Resist: 55~375
Rad Resist: 20~70
Poison Resist: 10~35
Carry Capacity: 0-40
Str +0~3, Per +0~2, End +0~5, Chr +0~1, Int +0~1, Agi +0~3, Luk +0~2
Reduces -10%~25% damage from Deathclaws
Gain a +5%~15% chance of avoiding all damage from an Deathclaw attack.
Cuirass A: Reduces -15% extra less damage from Deathclaws. [Endurance 15: -20%, Endurance 20 or Higher: -25%]
Cuirass B: Reduces -10% less damage from all Non-Deathclaws. [Endurance 15: -15%, Endurance 20 or Higher: -20%]
Pauldrons A: Blocked Reflection. 50% reflecting enemy's full Energy ranged damage. (25% Automatic Energy Weapon Type)
Pauldrons B: Blocked Reflection. Returning 25% of melee damage, full damage when successfully blocked an melee attack.
Gauntlets A: Does another +20% extra damage against Deathclaws. [Strength 15: +35%, Strength 20 or Higher: +50%]
Gauntlets B: Does +15% more damage against all Large Size opponents (Deathclaws, Gorilla, Liberty Prime, Mirelurk Hunter, Mirelurk King, Mirelurk Queen, Power Armor, RadScorpion, Sentry Bot, Behemoth, Super Mutant, Vertibird, Yao Guai). [Strength 15: +20%, Strength 20 or Higher: +25%]
Greaves A: Gain an +5% extra chance of avoiding all damage from an Deathclaw attack. [Agility 15: +10%, Agility 20 or Higher: +15%]
Greaves B: Reduces -35% Bleeding damage and duration, reduces -20% Limb Damage, and slightly reduce incoming Stagger. [Endurance 15: -70%, -35%, moderately reduction, Endurance 20 or Higher: Prevents Bleeding, -50%, reduce incoming Stagger]
Boots A: Increases Running and Sprinting Speed by +10%. [Agility 15: +15%, Agility 20 or Higher: +20%]
Boots B: Reduces -10% extra less of all damage while sprinting. [Endurance 15: -20%, Endurance 20 or Higher: -30%]
- Soul Reaper, Hood Cape & Soul Eater
Loot it inside the Altar Room, at Wildwood Cemetery.(Respawn, vanilla time)
Guardians Skillset: (Huge Spoiler)
- Mythical Deathclaw Guardian
35% Stagger hit.
Does 20 Poison Damage and 35% chance of 10 additional damage, spread over 10 seconds, also Increased damage after each consecutive hit on the same Bleeding target and +50% chance to cripple a limb if target is Bleeding.
+50 Damage and +50% Movement Speed when target is Bleeding.
+25% Movemend Speed if target using Stimpak.
Does +100% Damage against Deathclaws.
Take -75% Explosion Damage.
Prevents Limb Damage and Falling Damage.
Reduce incoming Stagger.
Gain +45/75 Unarmed Damage, 10%/25% Resistance and +25%/50% Movement Speed When Health is below 50%/20%. +0.25%/0.5% Health Regen when Health is below 45%/15%.
- Mythical Soul Keeper
25% Paralyze Hit.
25% chance of Freezing target for 1 second, Freezing target will deal 10 additional Cryo damage and reduce all movement speed by -25%, spread over 10 seconds.
Does +100% Damage against all Biological opponents.
Take +100% Explosion Damage.
+100% Attack Speed when facing 4 or more opponents.
Prevents Stagger, Limb Damage and Falling Damage.
+0/25/45 Unarmed Damage, +455%/711%/967% Movement Speed and +0%/50%/100% Attack Speed When Health is below 100%/50%/20%.
+0.05%/0.1% Health Regen when Health is below 45%/15%.
While at night time(6:00 PM to 6:00 AM), Gain Night Vision, +10 Strength and +10 Perception, +33 Unarmed Damage, +0.5% extra Health Regen and +99% Action Point Rate.
Scrapped Content: (Some done/halted, not sure if it's worth it)
- Deathclaw Hunter Scarf, Specialize(1~2 class perk), Utility(1 free of choice SPECIAL)
- Color: Deathclaw Hunter Armor/Suit/Cowl/Scarf, 4 Faction outfit.
- Glowing: Deathclaw Hunter Armor/Cowl(Cross part), 4 Faction outfit(some part of outfit).
- Mysterious Cap for Exchange armors.
- Deathclaw Hunter Dagger(actual dual weapon with animation, pierce energy resist, drop by guardian).
Origin & Update Plan: (Not a promise, just fyi)
- Deathclaw Hunter + Dagger(Dual) Per/End: vs deathclaws/energy/reflect damage, heavy.
- Soul Reaper + Scythe(2H) Luk/Agi: vs humans/elements/fast/pierce damage resist, low resist.
- Ghoul Slayer + ??: vs ghouls/radiation/healing.
- Mutant Slayer + ??: vs mutants/tanky/explosion/size damage.
- Armor Enhance for player (BoS all rank, RR Armored Coat, Submariner, DC guard, Vault-Tec, Robot, Rescue diver, Marine, Raider/Synth/Combat)
- Armor Enhance for all companion (so your companion don't 'sit down' in few second for almost every combat(Vanilla AI system just that bad), and each companion outfit effect will balancing according to their unique perk/personality/SPECIAL)
- All future armor will be integrate the similar style and balance for Survival Mode only.
- Balancing all outfit.
For Your Info: (If you have mod conflict, simply do a merge patch should fix)
All Armor that ADD into the worldspace cell was under a NEW LAYER, so it should be fps friendly and bugfree.
Some Guardian was EDIT by REPLACING vanilla layer, from my understanding it will not affect fps/bug/ctd.
Known Issue & Conflict:
All skill/perk is tested on a fresh game save so it should be no problem, if you found any issue please make sure is not a mod conflict and let me know.
- Non yet.
Credit & Permissions:
Huge thanks to you for making those awesome Skyrim outfit and allowing me to public this on Fallout section.
zzjay - Demon Hunter Armor as Deathclaw Hunter Armor.
DeserterX - Daedric Reaper Armor as Soul Reaper Armor.