Fallout 4

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Whisper and Fessmods and others

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bionicyardiff

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About this mod

Adds Institute clothing, flexibly upgradable. Includes: bandana (that Dogmeat can wear), glasses, jumpsuit (male and female), and military cap. For those who think that the Institute is quite capable of improving on secret DIA and Vault-Tec technology (so 200+ years out of date).

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Changelogs
~~~Overview~~~

I decided that I wanted something a little more jumpsuit-like for the Institute, like the Vault-Tec Jumpsuit. In this case I've done it in white and grey. (Inspiration was a random image on the Settlement Objects Expanded mod. Go check it out.)

After *much* retexturing and starting over a few times, here is the result.

Special features:
* Institute Weave (single tier, like Ballistic Weave only better, includes radiation resistance, requires Science 2)

Features of the Bandana (all with red Institute logo and some radiation filtration, can accept Ballistic Weave):
* Base white/grey
* Charcoal / Matte (improves stealth slightly)
* Charcoal / Matte hex (with added fiberglass for light armor)

Features of the Glasses:
* Gives +2 Intelligence (augmented reality connection to the Institute's computer system) and +1 Charisma
* Augmented Reality Low-Light module (with dental implant to toggle on/off)
* Augmented Reality Targeting module (hilights living creatures) - the Synth Vision version is EXPERIMENTAL (and buggy)
* Augmented Reality Recon module (look down the sights, places a tracking pip over the targets)

Features of the Jumpsuit (can accept Ballistic Weave):
* Male and Female versions
* Gives +1 Charisma and +1 Endurance (changed from the original +2 Intelligence / +1 Charisma)
* Institute Linings (none, Insulated, Treated, Resistant, Protective, Shielded - like Vault-Tec only better)
* Back patch (blank, Advanced Systems, Biosystems, Robotics Systems, Synth Retention Bureau)
* Chest patch (blank, Institute, Brotherhood, Minutemen, Railroad, Outcast)
* Trim (blank, Advanced Systems Blue, Biosystems Green, Robotics Systems Red, Synth Retention Bureau Black)
* Custom INNR (naming)
* Base white/grey
* Charcoal / Matte (improves stealth slightly)
* Charcoal / Matte hex (with added fiberglass for light armor)

Features of the Military Cap (can accept Ballistic Weave):
* Base white (for formal occasions)
* Charcoal / Matte (improves stealth slightly)
* Charcoal / Matte hex (with added fiberglass for light armor)

Construction:
* Chemistry Workstation (under the "UTILITIES - Institute" option)
* Armor Workstation (everything else)



~~~Update~~~

Version 3: Bandana and Military Cap added, Augmented Reality modules added to the glasses, SpecOps options for bandana/jumpsuit/cap

Version 2: Improved the look of the lenses in the glasses.

~~~FAQ~~~

Q: Your mod broke my game!
A: Uninstall this mod and revert to an earlier save.

Q: This is too powerful! Rawr!
A: I believe that the Institute is fully-capable of surpassing both Secret DIA and Vault-Tec technology that is 200+ years old. If you prefer otherwise: See above.

Q: CBBE for female version...?
A: Someone else can do that.

Q: I see some seams around the legs? Especially with the hex versions?
A: Yeah. Texture U/V mapping for clothing is a black art - while I've done my best, I'm no Tinuvia.

Q: The Synth Vision is buggy?
A: Yes. While I've done my best, Bethesda did not make a consistent means of determining who is and isn't a synth. It's really bad in the Far Harbor DLC, where you can shoot some of the ones who are hilighted as synths - and they don't drop a synth component. Others who are named "Synth Refugee" don't register at all. Roleplay-wise I'm gonna say "the high radiation can mess up the detection, apologies Director. Maybe in the next generation."

Q: XBox?
A: Here:

XBox Version on Bethnet.

PC Version on Bethnet.