Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

untoldmonkey

Uploaded by

untoldmonkey

Virus scan

Safe to use

Tags for this mod

About this mod

AE Patch with options of which workbench to craft the items, and whether or not you want to use my own re-touch of the armor's crafting requirements

Requirements
Permissions and credits
Made this for my own playthrough but thought I'd share. Adds Armorsmith Extended Compatibility for the amazing Handmade Post-apocalypse Hazmat Suit made by eyeshkeeper as well as my own optional edits to the crafting requirements.

AE Features
- Can now wear eyewear and masks with the helmet variants (expect clipping if using big masks or glasses).
- Can now apply all the upgrades you would expect from an AE patch (Ballistic Weave, Lining Mods, Carryweight Modifiers, etc...)
I don't use any item sorters but if you want to make it work with [Insert Sorting Mod] it takes like two minutes.
Read this to learn how: https://www.nexusmods.com/fallout4/mods/2228/?tab=forum&topic_id=3687915

Choose Workbench Version
-Armorsmith Workbench: will make the armors craftable at the Armorsmith Workbench under Outfits - Hazmat.
-Chemical Bench: will make the armors craftable at the Chemistry Workbench under Utilities.

Simplified Crafting Option
-With Crafting Edits: Removed any crafting requirements that were not dedicated crafting supplies. Now everything can be made from some combination of Lead, Leather, Cloth, Glass, Aluminum, and Steel. No more hunting for Fire Extinguishers, Duct Tape, hard hats, or other armor parts. Increased overall component cost to balance this out. Highly recommended.
-No Crafting Edits: Crafting requirements will be exactly as they were in the original mod.

esl marked esp to save on that sweet sweet plugin count.
Credit to eyeshkeeper for the awesome armor and Gambit77 for the Armorsmith Framework.

Known Issues
-Masks and eyewear obviously won't show up when using one of the close-faced versions of the helmet, even if they remain equipped. I mostly recommend just using eyewear/masks with the open faced versions, but the worst that will happen with most of them is some clipping. This does mean you get to keep whatever buffs/abilities those items give you even if they're not visible, though, so I think it's neat.
-However, for whatever reason when equipping the Army Helmet with Gas Mask  variant of the helmet with any eyewear or masks it will cause both the Gas Mask and Head to completely disappear, leaving a terrifying void where your face should be. I don't know how to fix this outside of making every helmet variant its own standalone armor (which I am considering. Wouldn't be too hard, honestly, but might be beyond the spirit of the original mod), but since there's no reason you should want to wear eyewear/masks when the Gas Masks is literally taking up the entire face anyway, I don't think it's a big deal.

Why didn't you allow clothing/gloves/boots/etc... to be worn with the armor?
I tried various clothing under the armor and every single one of them caused massive clipping. The problem is that while it would work with the Heaviest armors that are bigger and bulkier, it will look horrible on any of the lighter variants. Again, this could be solved by making each armor variant its own standalone armor so I could alter the slot keywords for each of them individually, as I don't know of a way to differentiate slot usage based on craftable modifications. If there is a way, be sure to let me know. But I don't think this is a big deal, either, as the new addition of Ballistic Weave on both the armor and helmet should give you plenty of protection. With the best upgrades I'm still hitting 300+ DR.

Eyepiece in pictures is Scouter_by_Ruddy88 using AGCP's Scouter Lens Retexture
Mask in pictures is CROSS Institute Tech Mask