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CrazydealUploaded by
CrazydealVirus scan
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Activity logs
This page was last updated on 16 July 2025, 12:26AM
- Changelogs
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Version 3.01
- Fixed freeze on new game caused by wedding ring being a featured item
- Removed buffs and renaming of wedding rings
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Version 3.0
- Changed the modcols in a similar fashion to the weapon randomizer. It is now a bunch of nested modcols instead of a single one with a ton of mods in it. This new method is much easier to work with. It should be a little bit harder to find equipment with added stats. However, thanks to this new method it should be far simpler for you to change the rarity to your liking in xedit.
- The upper range of physical and energy has been lowered to 10 instead of 15.
- Random Rad resistance is still the same, but it should be rarer than before.
- Poison resistance and SPECIAL stats should still be fairly rare.
- Weight should be clustered around the vanilla value with deviations being present.
- Power armor random stats follow the modcol changes but are other wise unchanged stat wise.
- Swapped all modifications that had a new attach point over to the equivalent vanilla attach point. This allows everything to be neatly organized in the workbench menu. Only the gas mask retains its new attach point for better compatibility.
- Reorganized some vanilla attach points and the aforementioned gas mask attach point in the formlist for better organization.
- Light, Sturdy, and Heavy variants of armors are now craftable once the relevant perk is unlocked. They will not appear in the menu until you have reached the level of the perk that unlocks them! This is intentional.
- Robot armor no longer shares upgrades with Metal armor, but they do share stats. However, Robot armor has Rad resistance applied via its Light, Sturdy, and Heavy upgrades.
- Added the relevant keywords to clothes and power armor so that they can roll Legendary effects. Potentially usable by "Legendaries They Can Use". Link in the description.
- Reworked Mutant armor upgrades to be more vanilla, but retaining some of the original upgrades.
- Reworked the Pip Boy upgrades to be more interesting and varied instead of a simple XP buff.
- Reverted the naming scheme back to vanilla because I wanted to open up compatibility with my other mods. The added names are now handled via a vanilla script which is much cleaner.
- Changed the enclave decal to be yellow instead of black.
- Tweaked the Diamond City Guard outfit to include all the DC Guard armor types present in the game. Also added the batting helmet with some goggles/glasses options, or a chance for no helmet at all. This would be best paired with your choice of mod that adds faces to the DC Guards as they only have a couple in Vanilla.
- Changed the names of the Wedding rings. I might remove the new names altogether in the future.
- Fixed a number of small bugs such as some power armor not having the proper stats, a clothing item not being entirely randomized, a color option not appearing, etc.
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Version 2.0
- Various armor bugfixes from the vanilla game. Nuka world jackets normal map fixes. Army helmet material now has a cubemap applied. Geneva's ensemble has a unique spec map instead of sharing the woman's casualwear. A number of smaller fixes I've forgotten.
- Name changes for armor and clothing to better reflect their condition and for consistency.
- New upgrades for DLC armors (Marine, Nuka Raiders) to better match vanilla upgrades. No more singular upgrade to max out these armors.
- Removed Wasteland Weave as I thought it was too easy to get and too strong. It's still in the esp and can be reenabled by reattaching the object mod to the constructible object.
- Every armor attachment has had it's weight and value changed from a percentage to a standard number. No more DLC armors that gain extreme value and weight from attachments. There is still a small weight percentage change to differentiate armors.
- All armor's have had their limb stats standardized.
- SPECIAL stats from the vanilla game have been removed from armors. This was to prevent duplicate SPECIAL values that could result from the object effect and object modification adding SPECIAL stats in different ways.
- Power armor was rebalanced again. Stats are much more clustered together now so that any armor can be used with some small sacrifices. Power armor is generally weaker now.
- Added unique Legendary effects to a couple unique clothing items (Maxsons Coat, Courser Coats). Replaced some Legendary effects on other unique clothing items. (Mechanist)
- Pip Boy "upgrades" can be crafted. They are very minor.
- A number of 2k retextures and material swaps for prewar clothing that I made for fun and practice. They can be found pre applied on clothing via modcols or crafted at an armor bench. 4k textures are available as a separate download.
- Many clothing items that had multiple variants in vanilla can now interchange textures. They can spawn with them or be crafted at an armor bench. The BoS Combat Armor is now a paintjob, as is the Zealots Marine Armor.
- The Clothing Color Variety patch is now streamlined and no longer requires anything other than the base mod. However, it does require a very small bit of effort to get to work. You need to rename the "Gunmetal-Clothing-Variety - Textures.ba2" to "Crazy's Clothing Variety Patch - Textures.ba2". Same with the Main.ba2. "Gunmetal-Clothing-Variety - Main.ba2" to "Crazy's Clothing Variety Patch - Main.ba2". The esp is in the optional files of this mod, don't use the old patch.
- This includes a BOS Paint Job retexture found here. It is an open source mod which helps fix some issues with making the BOS material a paintjob. It looks amazing and I thank the mod author for being gracious enough to make it open source.
- Other patches may or may not need updating. I probably won't be updating them.
- I added keywords to make rarer rolls un-scrapable and featured. I'm looking for feedback on this change if you have any.
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Version 1.03
- Decided to overwrite the Unofficial Patch's naming scheme on the mining helmet with this mods scheme. Now it should show the regular helmet upgrades. I see this as a better solution.
Added Gas Mask Filters to the Hooded Clean Room Suit and Hazmat Suit. Not the Unhooded version or the broken Hazmat Suit, as one lacks a hood and the other is too broken.
Added a higher chance for the Hazmat and Clean room suits to roll poison resistance. (All Variants)
Fixed a mistake where the Hazmat Suit had practically no Radiation resistance. The Broken suit now only does 100 radiation resistance since it is broken.
Fixed a few oversights that I can't remember.
- Decided to overwrite the Unofficial Patch's naming scheme on the mining helmet with this mods scheme. Now it should show the regular helmet upgrades. I see this as a better solution.
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Version 1.02
- Fixed a number of clothes/armors not having the proper naming scheme.
- Tweaked the helmet lining and mods to scale better with value and weight.
- Tweaked the weight of a couple headwear items so that they randomize better.
- Raider Sack headwear is now a helmet/gas mask hybrid. More moddable than gas mask, less randomized than a helmet. Generally weaker stats than both.
- Redid the randomization of radiation resistance to be more scarce. It was appearing more frequently than I liked. It should also be less potent when it does appear, but it still scales higher than dr/er. I might change it further depending on how this change settles.
- I added some small effects to the wedding rings to make them slightly more interesting. Nothing too strong. Nerfed their value a bit more and gave them 0.1 weight.
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Version 1.01
- Fixed the null mod for the Vault Security armor. You can no longer build a free tier 4 version.
- Fixed an oversight with the Marine Helmet so that it should spawn with its built in mod. I was debating removing it at one point.
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- Author's activity
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July 2025
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16 Jul 2025, 12:26AM | Action by: Crazydeal
Attribute change
'Name changed to \'Crazy\'s Armor Overhaul and Stat Randomizer\'.
Description changed.'
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16 Jul 2025, 12:26AM | Action by: Crazydeal
Attribute change
'Name changed to \'Crazy\'s Armor Overhaul and Stat Randomizer\'.
Description changed.'
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16 Jul 2025, 12:23AM | Action by: Crazydeal
Attribute change
'Name changed to \'Crazy\'s Armor Overhaul and Stat Randomizer\'.
Mod version changed to 3.01.'
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16 Jul 2025, 12:23AM | Action by: Crazydeal
Changelog added
'Change log added for version 3.01'
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16 Jul 2025, 12:22AM | Action by: Crazydeal
File added
'Crazy\'s Armor Overhaul and Stat Randomizer Update [version 3.01]'
March 2024
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15 Mar 2024, 5:10AM | Action by: Crazydeal
Attribute change
'Name changed to \'Crazy\'s Armor Overhaul and Stat Randomizer\'.'
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15 Mar 2024, 3:39AM | Action by: Crazydeal
Attribute change
'Description changed.'
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15 Mar 2024, 1:35AM | Action by: Crazydeal
Attribute change
'File \'Crazy\'s Clothing Variety Patch\' version changed to 2.'
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15 Mar 2024, 1:34AM | Action by: Crazydeal
Attribute change
'Description changed.'
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15 Mar 2024, 1:32AM | Action by: Crazydeal
Changelog added
'Change log added for version 3.0'
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15 Mar 2024, 1:28AM | Action by: Crazydeal
Attribute change
'Description changed.'
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15 Mar 2024, 1:23AM | Action by: Crazydeal
Changelog added
'Change log added for version 3.0'
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15 Mar 2024, 12:52AM | Action by: Crazydeal
Attribute change
'File \'4k textures\' version changed to 2.0.'
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15 Mar 2024, 12:51AM | Action by: Crazydeal
Attribute change
'File \'Meliora Clothing Redistribution Patch\' category changed to Old versions.'
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15 Mar 2024, 12:50AM | Action by: Crazydeal
File added
'Crazy\'s Clothing Variety Patch [version 1.01]'
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15 Mar 2024, 12:49AM | Action by: Crazydeal
File added
'4k textures [version 1.01]'
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15 Mar 2024, 12:27AM | Action by: Crazydeal
File added
'Crazy\'s Armor Overhaul and Stat Randomizer [version 3.0]'
February 2024
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24 Feb 2024, 2:04AM | Action by: Crazydeal
Attribute change
'Description changed.'
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08 Feb 2024, 2:21AM | Action by: Crazydeal
Attribute change
'File \'Crazy\'s Armor Overhaul and Randomizer\' description changed.'
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08 Feb 2024, 2:20AM | Action by: Crazydeal
Attribute change
'Description changed.'
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- Mod page activity
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July 2025
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16 Jul 2025, 12:45PM | Action by: hank10011110001
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June 2025
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11 Jun 2025, 6:46AM | Action by: snowillingly
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30 May 2025, 11:43PM | Action by: revolutionarytricorn
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26 May 2025, 7:39PM | Action by: Bonesmalone230073
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20 Apr 2025, 11:41AM | Action by: MeGaTSu
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07 Jan 2025, 10:24PM | Action by: Terragone
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November 2024
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29 Nov 2024, 7:33AM | Action by: Jack9999
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25 May 2024, 1:26PM | Action by: DrJudge
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