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Created by
Flxtt3rshy - via Reddit requestUploaded by
Flxtt3rshyVirus scan
About this mod
Spoilers ahead for the "Here There Be Monsters" quest line:
Turns Captain Zao's hat into a hat with a purpose. +1 to Charisma and +1 to Intelligence. Also adds the ability to use vault suit linings and ballistic weave.
- Permissions and credits
- Donations
To quote the Reddit post: "The submariner hats that can be taken from Zao or his first mate have no bonus stats whatsoever. I think it would make sense if they did considering they are two-of-a-kind, and that similar headwear items in the game do have bonus stats, such as the sea captain's hat which has +2 endurance and the airship captain's hat which has +1 endurance +1 charisma. I feel like +1 charisma with +1 intelligence would be appropriate stats for a hat worn by someone of an authoritative rank on board a nuclear submarine. I know I could achieve this by installing the legendary modification mod and applying the 'sharp' legendary effect to it, but I think it would make more sense to have a mod that does it on its own so that anyone else who also wants it to have those stats wouldn't have to go through that sort of tedious process."
I took the hat worn by Captain Zao and his first mate and created a custom enchantment for it, adding +1 to Charisma and +1 to Intelligence, as requested. As a bonus, I also added the ability to use vault suit linings on the hat, along with ballistic weave. As evidenced by the screenshot, I can confirm the vault suit linings work. However, my character that I used to test this is not far enough in the quest line to test ballistic weave, but I compared what I did to another mod in my load order that also adds ballistic weave and the methods used match, so the ballistic weave option should work for you once unlocked.
Resources Used:
FO4Edit for making the actual mod
Any Armour On Any Clothing as the mod to compare against to make sure I properly added the ability to apply ballistic weave. If you also use this mod and there are any conflicts because of the custom enchantment I added, I suspect the best way to go about it is to load my mod after theirs, as it should maintain the functions of both mods just fine.
Also if my keybinds don't make any sense to you mouse and keyboard users, it's because I usually use an XBox controller. A crime against humanity, I'm sure.
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