Funny thing is that, the HARDENED effect doesn't work for real; I use cyberpunk suit mod by nickheggo, and while TOUGH effect works, HARDENED effect doesn't work.
Came here to confirm this. It worked just fine for me when I used semi vanila load order (no major overhaul). Since last time I set up a STEP recommended load order, hardened doesn't work anymore. I suspect its JSawyer ultimate, which configures DTs through a script. Are you running JSawyer too? Have anyone figure out an workaround yet? Otherwise the mod works for rest of the functions. One or two points of hardened were life saver after getting tired of looking like Joshua Graham in every playthrough. Without it most light armors are pretty wear on their own. And this mod doesn't add dr abilities to light armors.
I dont know how to test it but I'm wondering if the issue is this bit in the INI for Jsawyer Ultimate tweaks:
[ARMOR] # bArmorPatcher (boolean) [default = 1] # If enabled, all mod-added armours in your load order will be scanned, and # minor adjustments will be made in line with Sawyer's weight and DR tweaks. bArmorPatcher=1
so if the issue is JSU overriding the signature effect, would changing it to 0 fix the issue?
Is this mod meant to work with [The Mod Configuration Menu] mod? if it is I have no idea which mod is stopping that from happening. if that is not a feature, could it be made into one?
Still working through what I want for balance in the playthrough I'm putting together, but I always love to have this and signature weapons as an option even if I don't end up using them... if nothing else than for the opportunity to read through how well commented the scripts are!!! <3 <3 <3 Thank you for sharing this, just in case you end up stopping by this mod page. It stands the test of time, all these years later. Coming up on its tenth birthday!
I use oHUD for my UI mod, and there is an option which displays current armor DT along main in-game UI, like HP bar. My armor is level 3 in hardened effect, but it displays armor's original DT only. However, in the pipboy equipment menu, strangely, I can see that the +12 DT effect is successfully adapted. Is the mod working correctly?
This response is coming a little late, but yes that's working correctly. The effects from Signature Armor aren't actually added to the item itself, they're added to your character as a status effect when you have your signature armor equipped. The way oHUD displays it must look at your armor items themselves rather than your character's active effects.
Does this mod conflict with Dead Money? Since the mod removes the player's items, I'm worried about bugs where the armor resets to level 1 or stops gaining xp or stuff.
It won't reset the armor level, but you will not wear it while playing dead money, so it won't gain any exp until you return to the mojave wasteland and wear it again.
186 comments
I can't understand why this happens
Otherwise the mod works for rest of the functions. One or two points of hardened were life saver after getting tired of looking like Joshua Graham in every playthrough. Without it most light armors are pretty wear on their own. And this mod doesn't add dr abilities to light armors.
[ARMOR]
# bArmorPatcher (boolean) [default = 1]
# If enabled, all mod-added armours in your load order will be scanned, and
# minor adjustments will be made in line with Sawyer's weight and DR tweaks.
bArmorPatcher=1
so if the issue is JSU overriding the signature effect, would changing it to 0 fix the issue?
I use oHUD for my UI mod, and there is an option which displays current armor DT along main in-game UI, like HP bar. My armor is level 3 in hardened effect, but it displays armor's original DT only.
However, in the pipboy equipment menu, strangely, I can see that the +12 DT effect is successfully adapted. Is the mod working correctly?
Can I forward it to the website in China?