Fallout 4
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Zeanzil

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Nedned

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About this mod

Overhaul and rebalance clothing item with some extras for a better unarmored gameplay.

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Hi ! This mod is my attempt to bring balance to the clothing system in Fallout. There's many flaws in the clothing system and that's a shame given how much cool looking outfit the game provides you with. I really liked the layered armor system for my first game but now I want to go in style and having some gameplay option for doing so.
The two heavy inspiration for this mod are Lunar Fallout Overhaul and Uppgradable Clothing, I really thank MoonRacer and Breton for the inspiration for working on my own mod ! I recommend checking these two mods ! Upgradable Clothing is incompatible so you might pref using this mod instead of mine but I have a compatible version for Lunar Fallout !

Any feedback is appreciated.
The main idea isn't to make clothing equal to layered armor, because it shouldn't be the case, but to make it the most accessible gameplay style (less investment to make it work).

The mod description will be hidden under spoilers, not because there's actual spoilers but to prevent too much clutter on the page.

THING THIS MOD DOES :

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*All clothing item (any clothes that can't have armor piece on it) can now be uppgraded with 5 clothes improvement wich add up to +75 resistances and 15 weight (start a +15 and 3 and increment by 15 and 3 at each tier). These amelioration might spawn on npc clothing pieces. These mods can't be swapped. They will spawn on NPC but mostly only the tier 1 uppgrade will spawn. Certain unique npc with custom outfit will have better tier uppgrade.

*These upgrades aren't unlocked with perk but instead by your level (you unlock these at level 10, 20 ,30, 40 ,50). Be aware that for unknown reason, unlike crafting recipe locked by perk, they won't appear in your crafting menu until you reach the required level, so if you don't see any modification available for an outfit before level 10, that's normal the mod isn't bugged.

*Resistance and weight of all outfit are changed.

*The max resistance an outfit can have is around 120-130 for the best ones (railroad armored coat provide in total 243 resistance, if you add energy resist and normal resit, in vanilla game, divided by 2 it is 121.5, so this number was what I tried to balance outfit resistance around). No more mechanist outfit giving 180 resistances (that's broken). An heavy combat armor set with weaved under armor and polymer material should be around 140 or 150 and can have armor specific mods + legendary mods.

*Underarmor all weight 1 and provide 5 to one resistance.

*Ballistic weave consist of only one uppgrade wich can be crafted on any outfit or underarmor, and give +20 resistances. Also, you're not forced to join the railroad to unlock them (but it's still the easiest and fastest way to do so). The other way are simply to destroy them. If you kill them all  and have acces to all their HQ ressources for you it makes sence that you take whatever ressources they have. From a gameplay point of wiew, the reason if to allow you to play as you intend to without locking yourself out of this precious amelioration. Also ballistic weaves can't be swapped.

*Only full outfit can have a Special Stat Bonus, underarmor can no longer have them. Full outfit Special Bonus are always +1 to two stat instead of +2 to one stat.

*Legendary armor effect who gave Special Stat bonus are no longer present (they won't spawn and custom item using these mods have new ones instead).

*Hats all have +1 to one stat. Unique hats have +1 to two stats. They all weight 1. Faded visor is now a full headgear (you can't combine it with other headgear).

*All helmet are buffed, because their meaningless protection was a really poor alternative to the Special Stat buff provided by hats. Also they protect your head, why the hell do they give less protection than limb armor ? Power armor, for example, has it done right : helmet are only second to torso armor.

*Gas masks provide 50 rad resists and 10 poison resist but reduce perception by 1 (it isn't shown on the item desc but it actually applies you can check by wiewing it in the pipboy).


*The main benefit for going clothing should be the weight, but you can craft super op carryweight modification on armor (SERIOUSLY ? WHERE DO YOU PUT THESE POCKETS IN COMBAT LEG PIECE ?). I never felt the desire to take anything else, thus ignoring the main benefit of layered armor (the others modification that actually provide bonus that make sense for armor pieces). So pocketed and deep pocketed mods are now disabled (you can't craft them or find them on npc) and the lighter and ultra light modification now only provide a carryweight decrease (no more ap bonus from these mods).

*The rare clothing item who spawned with legendary mod (like the silver shroud outfit) no longer spawn with these. I'll explain why after. (See the Special Modification section).

*Mutant armor and dogmeat armor are buffed to match the heavy raider armor set for mutant, and each variation of the torso for each variation of the dog armor. Also all mutant apparel provide the same protection, so you can decide to dress Strong as you wish. Also the super mutant shoulder rags is now an under armor so you can have another under armor option for super mutant else than the chains (I'm not sure I liked having Stron following me dressed like a bondage adept). Keep in mind that all mutant will benefit from these armor buff so they'll be slightly stronger but nothing unreasonnable.


SOME SPECIAL OUTFITS CASE :
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*Hazmat suit can't have ballistic weave, provide now only 500 rad resistance and his perk decrease rad by 75% instead of 98. But it now has 150 poison resist. The damaged variant has 250 rad resist and 75 poison resist and a perk that reduce rad by 10% and most importantly, it can be made into an undamaged hazmat suit  at the chemistry station with appropriate perks and materials.

*The clean room outfit (who now only exist in his hooded variant) now provide 1000 rad resist and a perk that reduce rad by 90%. It can be weaved, but can't have the regular clothing uppgrade.

*The diver suit (far harbor) now works like an hazmat suit but better armored (and still breath underwater). It's isn't showned as legendary anymore but it still has the same effects.

*The space suit costume has the exact same characteristic as the hazmat suit (if worn with the spacesuit helmet). The benefit of the space suit is that it is modular so you can mix it with an other body or head armor.

*Grognak outfit and Wildman Rags no longer accept armor piece worn over it. And it can only be weaved. But it get a new effect in addition to the original one : when using a 2handed melee weapon, you take 75% less damage. If you wanna cosplay a barbarian, play like one.


*The Nuka Girl Rocket Suit lost its special effect, it is a good armor with radiation and poison resistance thanks to the helmet and doesn't weight a lot.

*Some items slot usage have been modified for balancing puprose, not logics one. For example dress can't accept any armor at all. Underamor item that counted like leg armor (example : athletic outfit) are now underarmor only (so you can put leg armor on athletic armor for example). It might cause so clipping, haven't test yet.

*Railroad armored coat is renammed to railroad coat, and there's only one variant. But when an higher variant used to spawn the outfit will spawn with the appropriate modification. (Done so if you find one early you can keep viable after you leveled).

*Same thing done for the silver shroud outfit (basically bringing it back to the guy who uppgrade it is a free upgrade but you can do it yourself if you want). Just don't forget to uppgrade at least once with the guy so you get the armor instead of the costume.

*Robe of atom devoted no longer has its really weird and game breaking effect, it's just a better atom outfit.

*The reward for doing Curtain Call is Reginald's suit for both gender.



SPECIAL MODIFICATION :
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To adress the lack of legendary effect for clothes, I came up with 7 special effect that acts as legendary mod for clothes. There's 7 of these and they're free to craft, but to unlock these you need to complete certain quest. Their name should give you a good clue to what to do but if needed I can tell what to do if you need (just know that like the ballistic weave there's no forcing you to play with a faction to gain certain bonuses, destroying them always also grant the reward). And you can get them all before finishing the act 1 of the main quest.
These special mods give +2 to one special and an unique perk. The special stat boost affect any NPC (I had my other mod, Companions are Special, in mind while doing this) but the unique perk work only on the player.
These special mods are 
-Minuteman General
-Likely Valentine
-Exemplar Knight
-Secret Agent
-Vault Medic
-Mutant Alike
-Atom Cat's Blessing

Also, the Black Widow/Lady Killer perk are changed into the Style Matters perk.
This perk retains the original perk effect but also gives the following benefit : each rank give 5 AP and let you regen 1% of your AP per sec (vanilla base regen is 6% per sec) while not wearing armor (helmets don't count as armor so you can wear these). 3 ranks.




COMPATIBILITY :
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Of course this mod is incompatible with any other mod editing clothes and helmet.
Changes from UFO4P are carried in this mod.
But there's a few other thing you should know.
This mod edited the human race for a perk to function.
It also edited the Critical Banker perk for another perk to function.
The armors misc mods modcollection have been altered (to prevent pocketed item from spawning).
Legendary item quests have been altered.

There's a version patched and compatible with Lunar Fallout Overhaul. Main change are that the different courser uniform tier are treated like the railroad coat in my mod. And the armored variant of outit you can craft in the auto loom are top tier outfit (not better than the vanilla top tier outfit but on par).