About this mod
Do you remember Erikson from Far Harbor and his cool hat? It is a complete outfit. I don´t like that. So i made a hat with only the bear head you can combine with other supermutant armor. 3 colors available, leveled lists injection and default outfit replacer for Strong and Erickson (optional)!
- Requirements
- Permissions and credits
It s always a good idea to check each mod you´ve downloaded for conflicts with FO4Edit yourself.
First of all: This mod´s ESP plugin is flagged as an ESL and will not take away one of your precious ESP slots.
This mod adds a new item to the game: the "Supermutant Bear Hat". It occupies the same slot as any other Supermutant helmet (slot 46).
There are 3 colors:
- "Base" (that´s how Ericksons bear hat looks in the base game)
- "Dark"
- "Albino"
How do you get them:
- Leveled Lists add the Base Bear Hat to Supermutants. You can take them from their corpses.
- You can craft the Base Bear Hat at a Chemlab, under the category "Utility". You can change the color at an armor workbench afterwards.
- Strong is wearing a Dark Bear Hat by default. You can take it away from him and replace it with any other supermutant helmet. Change it´s color if you want. I made Strong ones dark so that his is unique, but maybe you are more satisfied with an Albino one for him. Strongs Bear hat has the legendary effect "Killer" (reduced damage taken from humans) attached. Strong is interested in humans and wants to learn more about them. I think it´s plausible to think that he knows how human move and fight and therefore he has learned to avoid getting hit by human attacks or something. I hope that makes sense.
- if you download the DLC-version, Erickson will wear an Albino Bear Hat by default. Ericksons Hat has the legendary effect "Hunter" (reduced damage taken from animals) attached. He raises dogs and should be experienced in handling them. That´s not relevant for gameplay, but i like these little details.
Strongs default outfit now contains the following items:
- "Strongs Bear Hat" (dark color)
- SupermutantArmor2_Arms_Playable "Supermutant Bracers" (ARMO: 00248FD9)
- SupermutantArmor1_Lower_Playable "Supermutant Leg Armor" (ARMO: 00248FDA)
- SupermutantArmor2_Torso_Playable "Heavy supermutant armor" (ARMO: 00248FDB
Ericksons default outfit now contains the following items:
- "Eriksons Bear Hat" (Albino color)
- DLC03_Armor_EriksonOutfit (that´s the same outfit he´s wearing in the normal DLC, but the hat is removed)
Crafting requirements:
- 1x Yao Guai Hide (MISC: 0022B62A)
- Perk: Armorer Level 1
Color changing requirements:
- To Base Color: None
- To Dark Color: 3x Oil (idk, seems logical)
- To Albino Color: 3x Antiseptics (Google says, hydrogen peroxide is used to bleach things. it is also antiseptic. My monkey brain says it makes sense that way)
Incompatibilities:
- Mods that replace Strong's default outfit will show a conflict. For example, the Unofficial Fallout 4 patch gives Strong "playable" armor instead of "unplayable" (meaning you can now remove the armor pieces from him). One of these replacements will definitely be overwritten. UFO4P shouldn't be a problem as it's an ESM plugin and will therefore be placed near the top of your load order. My mod overwrites the UFO4P entry no matter where you try to place it (at least that's the case with the mod organizer).
- Mods that replace Erikson's default outfit will show a conflict. Why would anyone change his outfit? No idea. Sounds like a waste of time.
- Mods that change the LVLI 001B3A25 "CreatureOutfit_Supermutant_Hats" entry show a conflict. I added the bear hat to this entry. The worst that can happen is my mod will be overwritten and bear hats won't spawn on Supermutants. It's not game breaking or anything. It just makes this mod less interesting. If you think there are no bear hats on your super mutants (spawn some with console), move this mod down a bit in your load order. You can save a lot of time by using FO4Edit.
- Mods that modify Erikson's outfit will show a conflict. This applies to the ARMO record (0302E026) and the ARMA record (0302E025). I changed the slots that the outfit uses so I can add the bear hat as a separate item. If this entry is overridden, Erikson will likely be wearing his normal outfit but without the bear hat. I removed the bear head from his outfit so his ears will get cold if that happens :(
Enjoy and have a nice day.
Plans/ideas (feel free to add yours in the comment section):
- Convert Bear Hats to humans?
-> Give Cito one?
-> Leveled Lists injection for high level Raiders and Trappers (Far Harbor would fit best)?