Fallout 4
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Dank Rafft

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DankRafft

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About this mod

Overhauls vanilla armour and clothing in a lightweight fashion. Also adds a couple of additional features like functional headlamps.

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This mod is part of a series of mods that complement each other but are independent and can be used individually:
[ Equipment and Crafting Overhaul (ECO) ] -|- [ Legendary Effect Overhaul (LEO) ] -|- [ New Equipment Overhaul (NEO) ]
Featured in the Dank Suite mod collection. Check it out if you're interested in using my other fully standalone and highly compatible mods.

Preface

This mod can be considered the successor to my older mod Armor and Clothing Overhaul (ACO), a lightweight alternative to some of those heavy and feature-bloated equipment overhauls. But it differs from ACO in various aspects. Some of them are an improvement over ACO, while others are just features implemented in a different fashion.


Content

All included plugins are ESL-flagged ESP files. They can be sorted like any regular ESP plugin but are treated like an actual ESL plugin. Therefore they won't count towards your ESM/ESP plugin limit.

Available features:
  • Make individual armour pieces invisible, e.g. to prevent clipping. This option can be found in the Paint slot.
  • Several helmets have a functional headlamp, this includes the Combat Armor Helmet, Marine Armor Helmet, Medical Goggles and Tinker Headgear.
  • Enable armour layering on vanilla items so you can use multiple pieces simultaneously and on top of each other. Generally this means you can now combine any "underarmor" type of armour (clothing), like dresses, costumes, overalls, etc. with any single element armour piece (leather, metal, combat, synth, etc.). Want to wear your favourite dress but don't want to abandon your defences? Want to wear masks, necklaces, glasses and other stuff simultaneously with helmets and other armour? Now you can.
  • All vanilla clothing (under-armour) items got a ballistic weave slot to make them consistent with their alternatives. You can apply weaves to them once you've unlocked that ability from the Railroad quest line as usual.
  • Nick Valentine is able to wear all sorts of vanilla clothing.
  • All vanilla items make use of Instance Naming Rules (INNR) so more information about an item's features is directly translated into its name.
  • New improved and extended INNR as optional file. This one is very similar to ECO's INNR but less extensive and only covers vanilla stuff.


Compatibility

The main plugins override most vanilla Armour (ARMO) and Armour Addon (ARMA) forms. Therefore they'll conflict with anything that modifies those forms as well.
The optional INNR plugin obviously overrides the vanilla INNR forms. Fortunately, mods that do modify them are rare and usually you wouldn't want to use them simultaneously anyway.
If you're also running ECO, pick only one INNR plugin or none because when using both they'll conflict.


FAQ

Will you apply the same changes to armour/clothing added in by other mods?
No, I'm not interested in modifying other armour/clothing mods as I don't use them and have no interest in interacting with them in any way.

I'm also using ECO but I can't decide between ECO's and NEO's INNR. What are the differences?
There's just one difference: ECO's INNR is way more extensive. It includes many additional rules based on ECO's Universal Equipment Modifications.

Some features aren't working. Why don't you fix them?
At this point it's quite safe to say that everything included is working as intended because it has been in use for several years by now. It's way more likely that the problem you're experiencing is caused by something on your end, like a mod conflict. I can't fix your mod setup / load order. Learn to use FO4Edit and resolve conflicts between mods.

Why do body parts sometimes disappear when I apply the Invisible Paint to an armour piece?
That's quite simple: Many equipment pieces hide body parts (torso, limbs, head features, etc.) to prevent clipping with the item's model. By also hiding the item's model (i.e. applying the Invisible Paint), you just hide the item's model. It won't magically bring back the "naked"/basic body parts, the item is still equipped and still hides those body features and with the Invisible Paint the item models is hidden as well, so...

What's the difference between this mod's Inivisible Paint and ECO's Invisible Option?
Functionally there's no difference other them being featured in different attach points (slots). This one is only available on items that have the vanilla Paint slot while ECO's variant can be applied to everything.

Can this be used on top of AWKCR?
Using NEO on top of AWKCR is fine. It isn't ideal due to AWKCR making changes to many things it shouldn't and its performance impact on your game but both mods will work alongside each other as intended.
Usually, I recommend getting rid of AWKCR for your own sake. If you're interested in that option you can find all the required information in the following article:
How to get rid of AWKCR (and Armorsmith Extended)

Is it compatible with Armorsmith Extended, UCO or other vanilla armour overhauls?
All those mods shouldn't be paired with NEO. They modify the same records with the same goal. NEO is meant to be a lightweight alternative to those heavyweights of mods. So, only use one of them.
If you pair them regardless, they'll conflict with each other, cause trouble in game, parts of one mod unintentionally interacting with parts of another, and in the worst case your game could crash. If you absolutely want to run multiple of those mods simultaneously for some reason, you have to invest quite a bit of time creating an extensive patch.


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