Fallout 4

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Created by

molerats

Uploaded by

molerats

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About this mod

Remodel of synth armor to make it look more protective and higher quality

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Changelogs




The Institute seems to appreciate form and function (synths being the best example), but the synth armor visually lacks both in my opinion. This aims to fix that

Version 1.2 Update:
Only main file was updated. Fixes some clipping issues. Uninstall and reinstall




Summary:
  • Synth armor now looks protective and has more of a distinct style
  • Sharpened edges / lines of model to indicate quality production
  • Helmet redesign giving the normal one extended face glass and the field version the light/scanner thing too. Extra model redesign for them as well
  • Custom ground / Pip-Boy models were made to reflect the new changes

Texture compatibility:
  • Should be compatible with any synth armor retexture
  • See screenshots for example using AS Synth Armor Redone
  • C.A.S.T. should be compatible but I’m not sure if the helmet changes will transfer

Designed for Vanilla and CBBE (vanilla version) bodies only. Feel free to make a patch for anything else





These are optional and require the main file. They can be used together or separately

Director's Cut:
  • Edits the synth helmet records to remove the flight cap from under them and enable hair to show from under the helmet (see screenshots)
  • Record edits include quality of life changes from New Equipment Overhaul (does not require NEO but you'll get its changes anyway)
  • Remodels of the helmets included to accommodate most hairstyles. Some will still clip, especially when moving.

No Pip-Boy Patch:
  • Patch for any mod that takes the Pip-Boy off the arm. Forearm pieces will show





Use the mod manager of your choice or drag and drop folder contents into the game's data folder

Optional Files:
  • No Pip-Boy Patch: install after main file if using. Overwrite any files from main file
  • Director's Cut plugin and models: install after main file (can use with No Pip-Boy Patch). Overwrite any files from the main file. Keep the esp below any mod that edits the synth helmet records (ARMA and ARMO). If you don't know, just keep it low in your order


The armor is still affected by underarmor scaling like the vanilla models. Some of the largest underarmors, like the military fatigues, have clipping so it's best to avoid using them





Combat Armor Remodel:


DC Guard Armor Overhaul:


Sack Masks - Sack Hoods Remodel: