About this mod
A lightweight, highly compatible rebalance of all armors based on category and function.
- Requirements
- Permissions and credits
- Changelogs

Suit Up is a lightweight, but impactful rebalance of how each spacesuit in the game plays, built around a new categorization system that works in the background.
It is designed around two core concepts.
Compatibility - No vanilla records are touched. Additionally, the mod's main systems work out-of-the-box with no additional requirements.
Real Time Form Patcher is used to dynamically patch unrecognized mods.
Variety - I simply didn't feel like spacesuits differed enough in the base game, except that some were so heavy as to be useless. Now, each category has pronounced and realistic pros and cons. Heavier suits have direct damage reduction and are clunkier, whereas lighter suits are nimbler with better O2 characteristics.

The mod is built around a smart and simple category system.
Additionally, if using RTFP, all suit weights are changed following type guidelines.
The Mercury suit now weighs 10KG, excluding pack, for historical accuracy.
Note that most of these changes will not be visible in the inventory.
A summary of equipped suit parts can be viewed in the Status Effects menu.
Combat Suits
Designed to keep the wearer alive in direct conflicts.
Recon Suits
Lightweight defensive suits for extended combat encounters or space conflict.
They boast combat enhancement technology and large O2 reserves.
Used primarily by mobile or armored infantry, as well as security forces.
Generally weigh 10-18 KG for a full suit.
Assault Suits
Heavy defensive suits designed for direct ground conflict with enemy forces or xenofauna.
They have higher survivability than Recon suits but are designed for shorter missions.
Used primarily by shock troops or boarding parties.
Generally weigh 20-34 KG for a full suit.
Hazard Suits
Designed to protect the wearer from environmental conditions.
Exploration Suits
Lightweight biological cocoons with extreme filtration for extended planetary survey.
Their filtration systems make it slightly harder to breathe, but also prevent contamination and scent dispersal.
Used primarily by homesteaders or civilian explorers.
Generally weigh 8-16 KG for a full suit.
Utility Suits
Heavyweight protective suits designed to resist blunt trauma and puncture.
They are clumsy for weapon handling but are extremely protective.
Mostly used by miners, construction workers, or anyone who doesn't mind the weight.
Generally weigh 28-40 KG for a full suit.
Flight Suits
Designed for space travel.
Support Suits
Lightweight suits to protect the wearer when repairing ships, from inside or out.
They are ultralight and highly portable, designed for dexterity and to protect against heat and radiation.
Used by ground crew or EVA repair technicians, as well as on-ship support staff.
Generally weigh 4-7 KG for a full suit.
Piloting Suits
Lightweight protective suits designed to keep pilots alive, in or out of the hot seat.
Pilot helmets synchronize with ship systems to enhance handling and targeting.
Suits are designed with moderate survival capabilities in the event of a crash-landing.
As a result of this, they are more expensive than other suits.
Generally weigh 3-8 KG for a full suit.
Starborn Suits
Designed by forces unknown.
They offer a mix of bonuses, with high damage reduction and strong O2 characteristics.
They excel at nothing but are viable all-rounders for any situation.
Weight and value are unchanged from vanilla.
Speed System
Utility and Assault suits slow the wearer somewhat.
Recon and Assault suits gain a speed boost in combat.
Deflection System
All protective suit types have a % chance to reduce certain incoming damage types.
For example, Recon and Assault suits are more likely to deflect bullets, whereas Exploration or Pilot suits are more likely to resist animal bites.
Immunity System
If the optional module is installed, some afflictions are prevented by having certain gear types equipped - e.g. some helmets protect against Concussions. A list of current immunities is in the Article.
General Bonuses
Each category also has its own resistances to damage or environmental conditions, effects on O2 reserves and efficiency, dexterity when reloading, and more.
The Notifications setting reveals these under the Status menu as shown in the Screenshots.
If you are curious what the actual in-game values are, please see the Article.

Starfield updated to at least 1.13.61.
Real Time Form Patcher is required for the weight changes, as well as for any mod patches.

Simply install with your mod manager.
To uninstall versions prior to 1.0, disable the mod under Gameplay Options and open the inventory at least once to trigger changes before removing the plugin.
Uninstalling version 1.0 can be done as soon as the message appears indicating that the mod has been disabled.

The mod is compatible with anything that changes vanilla armor records.
Mods that replace vanilla armors are compatible with varying degrees of fidelity.
Any mod relating to Starborn suits will work as long as it correctly uses the ManufacturerStarborn keyword.
A few popular or requested armor packs have patches in the installer, as does Shattered Space.
No more tailor-made patches will be provided on request, but user-contributed patches are always welcome.
A Guide is now available under Articles to patch your own armors.
A Generic Patch that auto-categorizes unrecognized armors based on weight is available in 1.0 as well.

Clothing and Spacesuit Fixes - No longer a soft requirement for unplayable armors, but still highly recommended for the bugfixes and consistency tweaks!
Balanced Ballistics - This is my counterpart to this mod for weapons. The new suit damage calculations combined with higher per-round damage from BB make combat feel much more dynamic.
Player Speed Revised - This is compatible with this mod's speed changes and makes for a more immersive experience all around.
Smarter Spacesuit Auto-Hide - Recommended for sensible suit behavior. You can also use something like Auto Equip Unequip Suit, but in 1.0, functionality should now be similar between any solution.

The mod can be turned on and off in Gameplay Options.
There is no other configuration present in 1.0.

If you want to add compatibility, this can be done simply by adding this mod's keywords to your armor records. A guide to do so with RTFP is available here.
If you want to create a new category, this can be done simply by extending the system. A QRD is below.
Firstly, PM me or drop a comment, as I plan to include a few 'dummy records' in the Spell to allow for conflict-less extension, I just haven't gotten around to it.
A Category consists of, essentially, a record in the _su_handler SPEL record. Preferably, an _su_XWorn_Y Condition Form attached to either a Keyword or directly to the armors will be used to then trigger an _su_effect_X MGEF record, which is a Constant Effect Script spell that holds the category description and a _su_armorperk Perk. The Perk, in turn, holds all Effects or Abilities for a given armor slot and type. It is recommended to apply all effects in this layer if possible, since there seem to be poor cyclical interactions when doing Perk > Ability > MGEF > Perk > Ability. There are a few other handler spells for invisible effects, you can even create your own perks and abilities and simply hijack the Handler spell to add your category notifications. It's all fair game.
You could in theory use RTFP to add your Effect to _su_notifhandler and simply add its conditions directly to the MGEF. I haven't tested this but it's worth a try if you decide for whatever reason to go about doing this.
Of course, you could simply duplicate the system, e.g. for clothing, in another spell and make sure conditions do not overlap between the two. A simple way to do this would be to check for ShouldActorShowSpacesuit != 1 which is the inverse of when Suit Up takes effect.

Bethesda for Starfield and the Creation Kit.
As always, huge thanks to TommInfinite for Real Time Form Patcher.
Anubis22 for True Armor. This is one of my all-time favorite mods and I doubt the required synapses would have fired for this mod to be born without its existence.

Spacefarer is a modular, immersive Vanilla+ overhaul that aims to bring out the best of what Starfield already has to offer. Check it out below.
Combat
Deadly Effective - Overhauls numerous combat-related vanilla perks for playstyle diversity (and fun!)
Balanced Ballistics - Lightweight and immersive overhaul to weapon handling for Ballistic and Laser weaponry.
Suit Up [RTFP] - Smart and compatible system to make spacesuit selection more impactful.
Space Economy
Cost of Spacing - Simulates a reactive and complex space economy by introducing costs to space travel.
Spacefaring Economy [RTFP] - Overhauls prices and rewards with heavy scaling to avoid hyperinflation.
Captain’s Choice - Rebalances ship classes and modules for more thoughtful shipbuilding and combat.
Survival
Real O2 - Makes O2 a real consideration when exploring zero-atmosphere environments.
Peak Performance - A lightweight system to handle Hunger, Thirst, and Rest.
Immersion
Magic Boost Disabler - Disables the vanilla behavior of magically appearing Boost Packs.
First Person Messages [RTFP] - Converts game messages to first person.