Hello, excellent idea! I won't argue about your choices of effects, these are your choices and I'm fine with it. I just have 2 questions. First does it work with followers allowing them access to some perks they wouldn't have access to naturally? Second, do you intend to port it on Bethnet for Xbox users (this one is more selfish since I'm a Xbox player). Anyway, than you for a great idea!
Please, do argue about my choices of effects. I want this to be good for everyone. At least good enough for someone better at this than me to pick up.
I'm not certain that it gives NPCs perks as well, but I think it will since they do benefit from armor enchantments. As for an XBOX port... Sure. Here you go.
Thanks a lot for porting it! Okay, I'll think about it and try to come up with ideas for you. It will be the first time I participate to a mod because I can't mod by myself, being inept at computers and only owning an Xbox One! ;) Would you mind if I send you my ideas via private messages? I'll try to be as concise as I can (but I'm french, so concision might not be my strongest asset!).
Since you are open to suggestions on effects, I personally edited the mod myself to make a minor tweak, which was swapping the Cap Collector perk to Rifleman on the Minuteman Outfit (FormID 000E517B). That seemed more fitting to me as they primarily carry rifles (and shotguns), and their pistols are more of a sidearm.
Also, unless I missed it, I did not notice the Militia Hat (000E517D), Minuteman Hat (000316D4), or Minutemen General's Hat (001C2216) having any perks associated to them. Perhaps between the first two, one could have Commando and the other Gunslinger, and the general's hat gets Rifleman as the uniform is already assigned with Local Leader? Or, swap Local Leader to the general's hat and Rifleman to the outfit to be more in line with the regular Minuteman Outfit change?
Either way, I am enjoying many of the specialization additions of these outfits!
This looks very interesting! Going by the Compatibility section in your description, would I be correct in assuming that mods allowing for ballistic weave in all clothing, or mods that hide armour pieces, or mods that permit legendary swapping, would be fine with this?
Almost certainly! This mod works by altering one property on the armor, it's enchantment slot. Weaves and stuff are added by changing armor's keywords. These are two completely unrelated areas, so it should work just fine.
OK, that is what I'd guessed. Thank you for letting me know I will most likely give it a try sometime soon then. Just when I thought the FO4 modding scene had become fairly quiet, at least with the sort of stuff that interests me, and then this pops up. Awesome!
Glad to be of service! I plan on revamping my old weapons overhaul as well. It's much the same vein as this, Vanila+, light alterations only. The old version of that's on my page and most people seem to enjoy it as a difficulty bump and gunplay enhancement. I'm also debating doing some work on non-human attacks to make creatures a little more dangerous and veried in that old RPG format. Like, in vanilla, what's the difference between a Mole Rat and a Feral dog aside from stats? Nothing AFIK. Okay mole rats have the burrowing ability, but, well, that's not very much. I think I could make each creature distinct with a little polish.
That is incorrect. As soon as you override a vanilla form that form will conflict with any mod that alters that form as well. You're overriding most vanilla armour/clothing forms (base+DLC) in order to add those enchantments. Other mods which change them or add new features - like ballistic weave, legendary and other slots, change biped usage, tweak the stats, change names as with item sorters, etc. - will conflict with that and therefore are incompatible with your mod. That applies to basically any form as soon as you create a override in order to change any kind of property of an original form. There are also leveled list overrides in your plugin. Those would conflict with any mod that alters those Leveled Item forms as well.
Besides that, I noticed you have 3 ITM (identical to master) records in your plugin that override vanilla leveled lists but don't change anything within them. These are:
BoSM02_KnightOutfit [LVLI:00162AC2]
BoSM01_KnightAstlinOutfitLLI [LVLI:00162AC3]
BoSM01_KnightVarhamOutfitLLI [LVLI:00162AC6]
That's especially bad because you create the potential for conflicts for no reason. Either remove them or give them a purpose other than being just dead weight.
I like the idea, but some of the actual bonuses just seem rather arbitrary and not connected to the item, especially given that the author touts it as a mod to enhance role-playing (e,g, a fedora giving -2 charisma; anyone think Indiana Jones has lower charisma when he puts on his hat?). So thumbs up on the concept, thumbs sideways on the execution.
I'd be happy to take any suggestions for any items that you have. Open "hey, community, shoot me your ideas!" in the write up and all! At the end of the day, I'm only one girl who has a bit of a thing for certain internet jokes.
How have I not seen a mod like this before? Seems perfect for Fo4 and adds that extra little flavor to rework the game's clothing and armor to how it should have been to begin with IMO. Will definitely have a spot in my load order moving forward.
I have no idea. I have a less comprehensive version of this mod that's 5 years old now too. This is the same exact thing, just more of it has been done. Even worse is I figured this out on my own in about 30 minutes of messing with the CK, and it takes about 5 minutes to make a armor enchantment apply a perk like this. If I am literately the only person outside Bethesda to know you can do this, and to think to do this with it... Well... Hopefully the article on this mod will help people do it more often.
For example: a very easy way to do a disguise mod would be to use this to apply a perk that puts the player into the Gunner's faction while wearing gunner's clothes which is applied as an armor enchantment (You can nest enchantments and effects to preserve other armor effects like +Per or whatever.)
The only thing I've seen before that does something like this is S.P.E.C.I.A.L Underarmor. Even then, that really only covers some underarmors and mainly grants them bonuses to different SPECIAL stats. I may consider using this mod but I'll have to look it over. https://www.nexusmods.com/fallout4/mods/51109
Also if you find any issues do report them to me. I"ll happily fix things. I'm hoping this takes off enough for better mod authors than me to use this idea in interesting ways.
26 comments
I won't argue about your choices of effects, these are your choices and I'm fine with it.
I just have 2 questions.
First does it work with followers allowing them access to some perks they wouldn't have access to naturally?
Second, do you intend to port it on Bethnet for Xbox users (this one is more selfish since I'm a Xbox player).
Anyway, than you for a great idea!
I'm not certain that it gives NPCs perks as well, but I think it will since they do benefit from armor enchantments. As for an XBOX port... Sure. Here you go.
https://bethesda.net/en/mods/fallout4/mod-detail/4243562
Okay, I'll think about it and try to come up with ideas for you. It will be the first time I participate to a mod because I can't mod by myself, being inept at computers and only owning an Xbox One! ;)
Would you mind if I send you my ideas via private messages? I'll try to be as concise as I can (but I'm french, so concision might not be my strongest asset!).
Since you are open to suggestions on effects, I personally edited the mod myself to make a minor tweak, which was swapping the Cap Collector perk to Rifleman on the Minuteman Outfit (FormID 000E517B). That seemed more fitting to me as they primarily carry rifles (and shotguns), and their pistols are more of a sidearm.
Also, unless I missed it, I did not notice the Militia Hat (000E517D), Minuteman Hat (000316D4), or Minutemen General's Hat (001C2216) having any perks associated to them. Perhaps between the first two, one could have Commando and the other Gunslinger, and the general's hat gets Rifleman as the uniform is already assigned with Local Leader? Or, swap Local Leader to the general's hat and Rifleman to the outfit to be more in line with the regular Minuteman Outfit change?
Either way, I am enjoying many of the specialization additions of these outfits!
I'll got put those perks on the hats too. Thanks!
Going by the Compatibility section in your description, would I be correct in assuming that mods allowing for ballistic weave in all clothing, or mods that hide armour pieces, or mods that permit legendary swapping, would be fine with this?
I will most likely give it a try sometime soon then. Just when I thought the FO4 modding scene had become fairly quiet, at least with the sort of stuff that interests me, and then this pops up. Awesome!
That applies to basically any form as soon as you create a override in order to change any kind of property of an original form. There are also leveled list overrides in your plugin. Those would conflict with any mod that alters those Leveled Item forms as well.
Besides that, I noticed you have 3 ITM (identical to master) records in your plugin that override vanilla leveled lists but don't change anything within them. These are:
- BoSM02_KnightOutfit [LVLI:00162AC2]
- BoSM01_KnightAstlinOutfitLLI [LVLI:00162AC3]
- BoSM01_KnightVarhamOutfitLLI [LVLI:00162AC6]
That's especially bad because you create the potential for conflicts for no reason. Either remove them or give them a purpose other than being just dead weight.For example: a very easy way to do a disguise mod would be to use this to apply a perk that puts the player into the Gunner's faction while wearing gunner's clothes which is applied as an armor enchantment (You can nest enchantments and effects to preserve other armor effects like +Per or whatever.)
https://www.nexusmods.com/fallout4/mods/51109
Also if you find any issues do report them to me. I"ll happily fix things. I'm hoping this takes off enough for better mod authors than me to use this idea in interesting ways.