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This page was last updated on 15 April 2025, 10:29AM
- Changelogs
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Version 2.4.2
- applied ESM flag to APE's main plugin to prevent potential sorting issues with other ESL plugins that rely on it as master
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Version 2.4.1
- fixed Hard Hat and Mining Helmet missing their intended Paint slot and failing to spawn in different colour variants
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Version 2.4.0
- NEO - Base Module: made colour variants available on Hard Hat, those are the same as the Mining Helmet's; existing instances of the Hard Hat won't have them available; shoutout to zelldralsoni and their mod Community Tweaks Merged for suggesting that
- NEO - Base Module: removed obsolete Object Template entry from the Newsboy Cap, Green Rag Hat and Battered Fedory
- NEO - Base Module: fixed the model of Rex's Outfit
- NEO - Far Harbor Module: Fixed Atom's Bulwark chest piece, so that it has the same base stats as its default variant, the Marine Armor Chest Piece, instead of using Combat Armor stats and references
- NEO: new module containing two niche entries, creating an interconnection between some of the DLCs, read more on that in the installer's description
- NEO: new patch for AWKCR users; just like the AWKCR patches for the previous iterations of NEO (as part of old ECO and before that as standalone ACO), this resolves conflicts between the two mods and forwards AWKCR's keywords; this patch is untested
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Version 2.3.1
- updated the Morgan's Space Suit plugin to sport the vanilla legendary attach point as well; as usual, this doesn't make that item able to spawn as legendary variant but allows the application of legendary effects if you have a legendary crafting mod (like LEO) installed
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Version 2.3.0
- reapplied the vanilla legendary attach point to all pieces, including the ones from EAC if you have EAC Tweaks installed
- as before, this doesn't make those items spawn as legendary variants but allows the application of legendary effects if you have a legendary crafting mod (like LEO) installed
- this also serves as a workaround for ECO's in-game entry point applicator, to make items that are normally unmodifiable be able to show up in workbenches
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Version 2.2.3
- fixed a couple of description errors in the installer
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Version 2.2.2
- restructured the installer as I wasn't quite satisfied with its previous state
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Version 2.2.1
- fixed broken installer data
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Version 2.2.0
- the FOMOD installer got extended
- both optional files "Morgan's Space Suit - NEO Style" and "Synth Uniform Distribution" got incorporated into the installer
- the standalone mod "Armor Paint Extended (APE)" got incorporated into the installer
- the standalone mod "Eli's Armour Compendium (EAC) - Tweaks" got incorporated into the installer
- the standalone mod "CROSS Armor Integration" got incorporated into the installer
- EAC-specific changes: brought biped body slots on all outfits in line with vanilla equivalents, so that underarmour slots are occupied
- EAC-specific changes: reduced biped body slots on Vault-Tec Hazmat Suit to be identical to the vanilla Hazmat Suit
- EAC-specific changes: removed armour biped body slots on Field Scribe's Light Armor so that you can wear actual armour on top of it and to make it counts a underarmour like all other clothing in EAC
- EAC-specific changes: discontinued the tweaks variant with the pre-applied attach point for ECO because I don't want to invest twice the amount of time for each and every little update on the mod, when users can simply let ECO apply the attach point automatically instead
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Version 2.1.1
- the following pieces had their baseline resistances vastly reduced due to the fact that NEO makes them underarmour (so that you can wear armour on top of it) and allows the application of Ballistic Weave on them:
- - Kellog's Outfit
- - Minutemen General's Uniform
- - Brotherhood Fatigues
- - Field Scribe's Armor
- - Maxson's Battlecoat
- - Grognak Costume
- - Cage Armor
- - Helmeted Cage Armor
- - Spike Armor
- - Helmeted Spike Armor
- - Disciples Armored Skirt
- - Gage's Armor
- - Nuka-Girl Rocketsuit
- - Operators Armored Dress
- - Operators Armored Skirt
- - Furry Pants & T-Shirt
- - Mason's Outfit
- - Spacesuit Costume
- - all Western Outfits
- - Magician's Tuxedo
- - Wildman Rags
- - Mechanist's Armor
- and a couple of minor stat tweaks that shouldn't have a real gameplay impact but are there for consistency's sake
- fixed The Dapper Gent's damage resistance values
- updated the Morgan's Space Suit optional file according to the main download changes in this version, which means unnecessary data got removed
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Version 2.1.0
- added an option to workbenches (Headlamp slot) that allows you to remove/disable headlamps from headpieces if you decide you no longer want to use them
- removed Material, Paint and Size slots from most clothing pieces that couldn't make use of them without altering the armour base forms, they were pointless
- Railroad Armored Coats had their baseline resistances vastly reduced and instead spawn with Ballistic Weave of the corresponding tier pre-applied so that they no longer outshine every other piece of underarmour by a mile
- Silver Shroud Costume had its baseline resistances vastly reduced due to the fact that NEO makes it underarmour so that you can wear actual armour on top of it and also being able to apply Ballistic Weave to
- removed the Weave slot from Battered Fedora, Trilby Hat, Green Rag Hat and Newsboy Cap to bring them in line with other vanilla headpiece options, it didn't make a whole lot of sense that only those four of all pieces in the base game had that option
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Version 2.0.4
- for some unknown reason the base game plugin still had the DLCs referenced as masters, this is no longer the case
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Version 2.0.3
- removed Eyes and Mouth flag from the Hazmat Suit, you should be able to equip equipment that occupies the eyes (e.g. glasses) and mouth slot simultaneously with the Hazmat Suit
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Version 2.0.2
- originally missing material and perk requirements for the "Deep Pocketed" attachment on Vault Security Armors was added
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Version 2.0.1
- all armour and clothing pieces in the game now sport the following vanilla attach points/slots by default: Material, Misc, Size, Paint and Weave
- all those categories on items that didn't have them previously are empty by default, they either don't show on workbenches at all, or only offer the None option
- they got added to allow mod authors to create new materials, paints and all sorts of other options for those equipment pieces without the need to override the ARMO forms
- the Weave slot on those items is empty/disabled as well, even if you unlocked weave crafting via Railroad questline; in order for those weave recipes to show up the application of a certain keyword to those items would be required
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Version 2.0.0
- the main plugin no longer depends on DLC, instead DLC records were put into their own ESL-flagged plugins
- there are now four modules that work independent of each other: base game, Automatron, Far Harbor and Nuka World
- all files are part of a convenient FOMOD installer, including the INNR plugin
- there are no longer multiple separate variants because that would be a nightmare to maintain, instead I've chosen the most popular variant (B - No Extra Legendary) and my personal favourite for this version
- by updating to this version you might break the headlamp on already existing (spawned in) Marine Armor Helmets, in that case you have to reapply it
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Version 1.1.5
- removed component cost from all headlamp options, since the headlamps had no loose mods associated with them previously you would have lost the invested components when (temporarily) removing the headlamps or switching to another variant
- fixed epic (randomised/improved) versions of Marine Armor Chest Piece coming with an incorrect material mod, in vanilla it spawned with leg piece material mods instead of the intended torso ones
- fixed many incorrectly ordered instance naming rules (INNR)
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Version 1.1.4
- the BA2 archives from variant A to D got replaced with loose files, this is for those of you who reached the BA2 archive limit
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Version 1.1.3
- just the FOMOD installer was removed again and replaced with individual files
- if you are already running v1.1.2 there's no reason to update
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Version 1.1.2
- item tagging rules were added for those of you who're using Complex Item Sorter
- the FOMOD installer now renames the plugins of the different variants (except for variant E) to "Dank_ArmorOverrides" so that dependent plugins (patches) work with all of them
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Version 1.1.1
- changed file paths of the headlamp meshes and invisible paint material
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Version 1.1.0
- all files got bundled in a FOMOD installer
- variant A to D allow to make individual armour pieces invisible, this option can be found in the vanilla "Paint" slot and is only available on items that have that slot/attachment point
- vanilla armour that has the Paint slot: Raider, Leather, Metal, Combat, Synth, DC Guard, Robot, Trapper, Marine, Disciples, Operators, Pack
- this new option works exactly the same as the one from ECO but was just placed in another slot, you can use that feature from both mods without conflict
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- Author's activity
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April 2025
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15 Apr 2025, 10:29AM | Action by: DankRafft
Attribute change
'Description changed.'
January 2025
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21 Jan 2025, 9:17AM | Action by: DankRafft
Attribute change
'Description changed.'
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21 Jan 2025, 9:14AM | Action by: DankRafft
Attribute change
'Description changed.'
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11 Jan 2025, 10:26PM | Action by: DankRafft
Attribute change
'Description changed.'
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03 Jan 2025, 12:49PM | Action by: DankRafft
Changelog added
'Change log added for version 2.4.2'
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03 Jan 2025, 12:48PM | Action by: DankRafft
File added
'NEO [version 2.4.2]'
December 2024
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18 Dec 2024, 3:49PM | Action by: DankRafft
Mod edited
'How to get rid of AWKCR (and Armorsmith Extended)'
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18 Dec 2024, 3:48PM | Action by: DankRafft
Attribute change
'Description changed.'
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10 Dec 2024, 6:29PM | Action by: DankRafft
Attribute change
'Description changed.'
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04 Dec 2024, 6:23PM | Action by: DankRafft
Changelog added
'Change log added for version 2.4.1'
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04 Dec 2024, 6:22PM | Action by: DankRafft
File added
'NEO [version 2.4.1]'
November 2024
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17 Nov 2024, 2:15PM | Action by: DankRafft
Permission change
'Author changed their file credits.'
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17 Nov 2024, 2:01PM | Action by: DankRafft
Attribute change
'Description changed.'
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17 Nov 2024, 2:01PM | Action by: DankRafft
Attribute change
'Description changed.'
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17 Nov 2024, 2:00PM | Action by: DankRafft
Changelog added
'Change log added for version 2.4.0'
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17 Nov 2024, 1:59PM | Action by: DankRafft
File added
'NEO [version 2.4.0]'
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03 Nov 2024, 1:39PM | Action by: DankRafft
Mod edited
'How to get rid of AWKCR (and Armorsmith Extended)'
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03 Nov 2024, 1:38PM | Action by: DankRafft
Mod edited
'How to get rid of AWKCR (and Armorsmith Extended)'
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03 Nov 2024, 1:37PM | Action by: DankRafft
Mod edited
'How to get rid of AWKCR (and Armorsmith Extended)'
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03 Nov 2024, 1:37PM | Action by: DankRafft
Mod edited
'How to get rid of AWKCR (and Armorsmith Extended)'
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- Mod page activity
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May 2025
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14 May 2025, 12:53AM | Action by: petteuk
Tracked
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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14 May 2025, 12:48AM | Action by: Moshcov
Untracked
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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13 May 2025, 8:59PM | Action by: B1gr3db3ar
Endorsed
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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13 May 2025, 8:59PM | Action by: B1gr3db3ar
Tracked
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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13 May 2025, 8:08PM | Action by: Forgoners
Untracked
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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13 May 2025, 3:51PM | Action by: Karmamuscle
Untracked
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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13 May 2025, 10:45AM | Action by: Alby08
Endorsed
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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12 May 2025, 8:22PM | Action by: UzerQ
Tracked
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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12 May 2025, 7:51PM | Action by: arronakiro
Untracked
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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12 May 2025, 6:27PM | Action by: D7ARK
Tracked
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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12 May 2025, 2:33PM | Action by: ShortBarrelRaifu
Tracked
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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12 May 2025, 7:36AM | Action by: HornedMan
Untracked
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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11 May 2025, 6:31PM | Action by: MonstreCharmant24
Tracked
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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11 May 2025, 2:54PM | Action by: CuCianain
Tracked
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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11 May 2025, 3:20AM | Action by: dragomprincedraco
Endorsed
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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10 May 2025, 10:28PM | Action by: brugalted
Tracked
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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10 May 2025, 9:51AM | Action by: xidaidai
Endorsed
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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10 May 2025, 2:11AM | Action by: Zabobon98
Tracked
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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09 May 2025, 7:55PM | Action by: moosedookie84
Endorsed
'New Equipment Overhaul (NEO) - Armour And Clothing Tweaks'
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09 May 2025, 7:54PM | Action by: Razzor207
Tracked
New Equipment Overhaul (NEO) - Armour And Clothing Tweaks
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