Thank you for the mod and effort put into it. I was hoping for a Kellogg's armor mod that makes it into an 'under armor' layer, so arm/leg/chest pieces can be worn over it, like a vault suit.
This mod apparently does not do that, at least as far as what the game is showing me. With the mod I only see Kellogg's armor adding 30 to the Left Arm and nothing else. I can add other armor to the arms/legs/chest (with the optional file...) but not with Kellogg's armor as an under layer, as at least to me it should be, and why not!?! :C
I do not complain here, I may have misread this mod description. I have endorsed this mod! However, making Kellogg's armor a true 'under layer' may be impossible. But just letting others know the limitations before they try and test in their load order etc etc etc... I wonder how the vault suit does it...
EDIT: As an experiment, disable this mod's esp and then load old save where char wearing other arms/legs/chest armor, and at least from the in-game pipboy the armor ratings DO combine. However, no surprise, as soon as you take off any the 'magic' is broken... Thinking there has to be some way to make Kellogg's armor as an underlayer, so xEdit the he77 out of this here I come :D
Load it at the end of your modlist, that's the only advice I can give. This mod is pretty simple in that it just removes a few keywords, there's nothing to fix so something must be overriding it. Loading it at the end of your modlist should fix it
I use a mod that takes the mesh in to make it clip less, what you've done with the slots might be better than what I'm using for that.
Have you thought of the outfit taking a set of metal arm mods at the armour workbench? Ballistic weave and vault suit lining would be cool too.
After that the only thing left to improve this outfit would be Creation Club-like paints for the metal parts to fit the faction or hot-rod sets but that would be too good to be true.
Do you mean have it so that the metal arm is moddable? That's definietly possible but I wouldn't have a clue how to do it. This mod is pretty damn simple, as is my knowledge of the CK. Also yes paints for this would be awesome haha
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This mod apparently does not do that, at least as far as what the game is showing me. With the mod I only see Kellogg's armor adding 30 to the Left Arm and nothing else. I can add other armor to the arms/legs/chest (with the optional file...) but not with Kellogg's armor as an under layer, as at least to me it should be, and why not!?! :C
I do not complain here, I may have misread this mod description. I have endorsed this mod! However, making Kellogg's armor a true 'under layer' may be impossible. But just letting others know the limitations before they try and test in their load order etc etc etc... I wonder how the vault suit does it...
EDIT: As an experiment, disable this mod's esp and then load old save where char wearing other arms/legs/chest armor, and at least from the in-game pipboy the armor ratings DO combine. However, no surprise, as soon as you take off any the 'magic' is broken... Thinking there has to be some way to make Kellogg's armor as an underlayer, so xEdit the he77 out of this here I come :D
Have you thought of the outfit taking a set of metal arm mods at the armour workbench?
Ballistic weave and vault suit lining would be cool too.
After that the only thing left to improve this outfit would be Creation Club-like paints for the metal parts to fit the faction or hot-rod sets but that would be too good to be true.
Do you mean have it so that the metal arm is moddable? That's definietly possible but I wouldn't have a clue how to do it. This mod is pretty damn simple, as is my knowledge of the CK. Also yes paints for this would be awesome haha
Mesh re-fit.