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New armor categories and mods
About This Mod
Welcome to Armour Categories, this mod is designed to give you more freedom regarding the specifications and appearance of your armor. Three ESP files are currently available.
A basic ESP file that adds categories and keywords, and updates the mod so that NPC gear can be spawned with updates.
An additional ESP file that adds several new mods to the game's utilities, coverings, and lining.
The second additional esp is designed to work with intelligent aiming that highlights enemies and looted bodies. He sets the value to 0 in an inventory not intended for looting to correct the glow after death when the body was cleanly looted. Thanks to xatmos for this.
The mod is now fully compatible with the extended armorsmith, and its mods are available for helmets. Fashions may overlap a little, but I believe that over time we will sort things out to ensure a stable experience. If there are any errors, please report them, with detailed information about version number, type of reservation, fashion category and fashion. Once the problem is resolved, hotfixes will be made and hotfixes will be released.
This mod overrides vanilla files, so the mods that affect these types of armor may be affected. It is recommended that it be in the last boot order if you want to use it. This is especially true for mods influencing MISC vanilla items, armor keywords.
Also check out my other fashion.
Epic Syringer Rifles Cartridges and Grenades plus Chemistry Overhaul.
If other modders have created compatible versions with this mod, in textures, utilities or stats changes, let me know and I will post the links here or add you to the editorial team so you can update the compatibility patch set file :) . I will also try to make compatibility patches with interesting mods that I learn about.
If you're interested in working on this mod, or if you need any keyword add-ons, email me.
Compatibility patches - complete installation and additional file downloads.
This mod requires AKCR and Armorsmith Extended, which are available from Gambit77's Armorsmith Extended mod.
The version on which this mod is tested is AE 3+. Who what, and I would like to thank for the advice and help in launching this fashion. Co-head of fashion is Battousai124, welcome him!
Combat Helmet Illumination 1.2 by Andysan84 (Integrated into NMM Installer FULL INSTALL) - Adds a small lamp to your combat helmet and turner helmet. Andysan84 has indicated that he will eventually manage the patch on his fashion page.
Craftable Armour Sizes by johndoebowler (Integrated into NMM Installer FULL INSTALL)
2LM version, integrated armor and PA with TeaLz compatibility patch. 2LM is stable as of 1.12.
Hidden armor from Nisas. (Automatically selected based on whether CCA is used or not)
Compatible mods
Armorsmith Extended 3+ by Gambit77 (Wizards Required)
Armor and Weapon Keywords Community Resource (AWKCR - Wizard Required)
Legendary modifications from TeaLz. This is not provided because a patch is not required.
Any other suggestions for checking?
Compatible mods via patches - (Supplied with main file - original mod required as marked)
Valdacil's Item Sorting (VIS) by Valdacil
Jetpack Unlimited (original mod required)
ZW F4 Power Armor Overhaul by ZephyrWarrior (original mod required)
Custom Combat Armors V3.41 from EndorMoon (required as wizard for AC Utility Addon file)
Definitely not compatible at the moment:
More Power Armor Mods
Any mods that also overwrite files of vanilla game armor and PA.
I looked through all the mods and found no conflicts, as they seem to be using their own recordsets.
If you have other compatibility concerns, continue writing :)
V1.3 Changes
Esp Master
1.NA
Optional ESP
1. NA
2. Now requires Endormoon Custom Combat Armor managed by ParasiteX
DLC ESP - Automatron
1. Corrections and cleaning
DLC ESP - Far Harbor
1. Corrections and cleaning
New!!! - DLC ESP - Nuka World
1. Adds compatibility with Nook's armor and space suit world
New!!! - All DLC ESP
1. Combines 3 separate DLC addons into a single file.
Immersive Mod Description AddOn
1. Added some mods that have not been renamed and added description for some mods.
Changes V1.20
Esp Master
1. NA
ESP Add-ons
1. NA
DLC ESP - Automatron
1. The Emperor's new battle armor (Invisible armor)
DLC ESP - Far Harbour
1. The Emperor's new battle armor (Invisible armor)
DLC ESP - World of Nook
1. The Emperor's new battle armor (Invisible armor)
2. Adding categories to armor of student, operator, pack
3. Add the utility component "Sign of discipline" to the student's armor
4. Statutes of special sets
- Apprentice - Raider's likeness system, all helmets receive +1 perception.
- Pack - Leather system (7.5% blast protection).
- Operator - Hands gain dexterity +1, legs +10 AP, torso +2 stamina
- Space Suit - The full leather equivalent of blast protection, +2 stamina, +20 DR. and ER.
- Space Helmet - Gets +1 to intelligence and perception, +20 HP, 3% blast protection.
Essential Changes - Essential ESP
CATEGORY ADD-ONS
The MISC category is divided into the following categories and the existing mods are moved to the respective categories.
- Interior cladding
- External coating
- Hinged equipment
The appearance of the armor is no longer linked to the materials, it is available through the following categories.
- Paint
- Aesthetics
- Decals (battle armor)
- Options (an additional keyword for customizing multiple aesthetic options. Used in custom combat armor).
PA Adds a Second MISC Category
PA adds a new coating category.
All the vanilla mods of the PA have been moved to the respective categories.
Adds a clean sheet implant system using a scalp slot.
VANILLA FASHION FIXES AND UPDATES
Fixed a bug where one leg in battle armor was heavier than the other.
In the spawn lists, NPCs will receive equipment with mods from three categories, separated from MISC.
The size of the armor can be crafted.
Muted gun pads can be crafted, not simply accidentally slept.
The texture of black synth from sint armor with shadows from moraelin.
Fixed the bug of raiders vanilla spawn when materials on their feet missed second-level materials.
Correction of hand-to-foot signs for synths.
Fix fashion to lighten the torso of battle armor, which gave only 2 AP instead of 5
UNIQUE EFFECTS OF ARMOR SETS
Skin - 5% reduction in blast damage per unit
Metal - increases blast damage by 10%, increases DR., ER depends on the type and size of the part.
Raider - 2nd slot of the utility with vanilla and unique mods of the raider utility.
Sint - +1 strength per breast part, set of legs, set of arms and helmet +10 AP. (Set = 2 pieces)
Combat - +1 endurance for bib, set of legs, set of hands and helmet +10 HP. (Set = 2 pcs.)
Catcher - 6% higher attack speed (hands), 10% higher movement speed (legs), +1 endurance (sars)
Heavy trapper - 4% higher attack speed (hands), 6% higher movement speed (feet), +1 endurance and 20 HP (socks)
Marine - +2 Strength and +20 HP (Hands), +2 Dexterity and +20 HP (Feet), +2 Endurance +50 HP and +1 Healing Speed (Sars), +2 Perception (Helmet)
Robot - Increases blast damage by 5%, increases DR., ER depends on part type and size. Additional helmet bonuses, stormtrooper +5% critical hit chance, eye bot +1 perception, hour +1 endurance, mechanic +1 intelligence.
Apprentice - Raider Similar system, all helmets get +1 perception.
Pack - Leather system (7.5% blast protection).
Operator - Hands gain dexterity +1 to each, legs +10 to each, torso +2 endurance.
Space Suit - The full leather equivalent of blast protection, +2 stamina, +20 DR. and ER.
Space Helmet - Gets +1 to intelligence and perception, +20 HP, 3% blast protection.
Acts on leather, combat, metal, raider, synthesizer, and guard armor, including helmets, if any.
Influences the power armor types Raider, T-45, T-51, T-60, X-01.
IMPLANT SYSTEM
(AE Implant) - Originally developed as a means to provide greater cybernetic augmentation of subjects, the implant system is the strongest strength of the modular implant system. Non-modular implants, as in Kellogg subject, are a means of direct control because the implant is not interchangeable with the hardware of external systems. This technology has been dormant since the success of Synth Gen 3.
Allows the use of implant modifications. Uses a body scalp. (Can be assembled after holding a synth or trading) (Assembled from AE Bench, under battle optics or cyber suit in subsequent updates)
Implant classes (V1.15)
Class 1 - Physical reinforcement. The recommended endurance level is 4.
Class 2 - Memory increase. The recommended endurance level is 8.
Class 3 - External/powerful effects. The recommended endurance level is 10.
Implants can be created and used at all levels. However, using the implant at a level where your physical constitution is not strong enough can lead to stress for the body and mind, and in some cases even death.
Fines/Bonuses Class 1 - Stamina below 4 loses 20 HP. Endurance 6 and above increases 10 HP.
Fines/Bonuses Class 2 - Endurance below 8 loses 40 HP. Stamina below 7 loses 1 perception. Endurance 10 and above adds 10 HP.
Fines/Bonuses Class 3 - Endurance below 10 loses 80 HP. Stamina below 9 loses 2 perceptions. Stamina below 7 deals 5 damage per second. Endurance 12 and above increases 10 HP.
Level 5 materials - Extra ESPs (requires custom battle armor)
Death talon skin (skin) - gives additional resistance to poison.
Depleted uranium (metal) - creates a radiation field.
Forged (raider/catcher) - gives additional resistance to fire.
Smart Fiber (Combat) - Gives additional HP.
Adamtanium Composite (Sint) - reduces damage to limbs, absorbs % incoming damage.
High Sparrow Path (Marine) - Increases health, charisma, and resistance to fire.
Confessor's (Marine's) path — Improved recharging capabilities.
Reinforced (Nook's World) - Reinforced DR./ER
Utility Add-ons - ESP Add-on (requires custom battle armor)
Smart Targeting HUD (AE Eyewear slot) - Smart Targeting HUD is the pinnacle of navigation and target acquisition systems from Advanced Systems that have been miniaturized for use in the field. It was originally developed for the Sint and Courser Squads, to improve combat performance and reduce time spent searching for precious resources in the field.
Enemies and looted bodies. -Looks like ghouls, super mutants and synths have leftover clothes that keep them glowing after death. optional patch with the addition of esp-based fashion xatmos. (Can be constructed after quest is completed)
Combat AI (AE Eyeglass slot) - Combat AI has been specifically designed for cursors and synths facing difficult targets. A sophisticated AI system scans enemy armor for weaknesses and allows the user to target critical weaknesses for maximum effect when destroying or killing targets. The system also helps to calculate the flight trajectory of the projectiles, significantly increasing the probability of hitting the target.
Gives a 5% increased chance of critical hit and VATS Accuracy. (One can build after the quest of "Institutionalization" or "Commerce")
CORTANA (AE eyewear slot) - the culmination of work on advanced systems in the further miniaturization of technologies. Now the field synths can benefit from a software package that helps with aiming and garbage collection.
Combines combat AI and intelligent aiming HUD. (Can be constructed after the redefinition of quest humanity)
ARTEMIS (AE eyewear slot) - Designed specifically for the institute’s director, this AI prototype has improved capabilities for identifying armor vulnerabilities. It also includes a probabilities software package that helps users identify potential overlap of enemy projectiles and respond to incoming fire, maximizing the effectiveness of armor defenses.
CORTANA, 5% additional gain to Critical Hits and 5% damage prevention. (Can be built after the nuclear family is established)
The Pain Inhibitor (AE Implant Mod) is a basic implant originally developed for combat operatives such as Kellogg that increases combat efficiency by minimizing psychological distractions.
+10 to damage and energy resistance.
Sensor integration (AE Implant Mod) - increased sensitivity to hearing, vision and tactile sensations. This implant greatly enhances the user's efficiency in tasks such as breaking locks.
+1 Perception, 40% increase in lock breaking speed. (Requires Fighting AI / CORTANA)
Stimulant (AE Implant Mod) - By mimicking the adrenaline rush in controlled doses without side effects, this implant increases the user's strength through better muscle reaction and workout.
+1 strength, increase melee damage by 10%. (Requires Fighting AI / CORTANA)
Hacker database (AE Implant Mod) - an advanced logical database and hacking unit, ensures that the user will be able to hack even the most complex IT security infrastructure to access valuable data.
+1 to intelligence and hacking guess. (Combat AI / CORTANA required)(Can be built after completing Nick Valentine's quest)
Nerve Enhancement (AE Implant Mod) - Transferring artificial identities to the synthetic body was considered impossible due to differences in the neural network system. Better understanding of Curie transport led to the possibility of increasing the reaction time of the subject by optimizing neural structures and pathways.
+1 Dexterity, increase the chance of critical hit by 10%. (Combat AI / CORTANA Required)(Available after Curie Quest)
Hormonal regulator (AE Implant Mod) - hormones can be a double-edged sword. To have something that will always give you that ultimate charm of a smooth interlocutor is possible only because of what has been learned in the study of the interactions between drugs, hormones and their effects on the human body. And what? Hello, charm!
+1 Charisma, 40% increase in persuasion success. (Combat AI / CORTANA required)(Can be built after completing Kate's quest)
Smooth Operator (AE Implant Mod) - Tinker Tom and Dr. Amari have developed a new implant system that will give you significant advantages as a railway operator. An upgraded computer system with miniature parts and bio-fault protection allowed the development of this advanced implant.
40% increase in persuasion success, 40% increase in lock breaking weak point, 2 hack guesses, +10% critical hits. Adds 20HP. (Combat AI / CORTANA required) (Can be built after completing the quest "Nuclear version of the railway")
I Know Kung Fu(AE Implant Mod Class 2) - gives Iron Fist 5. (Can be built after the Dangerous Minds quest)
Street Fighting 101 (AE Implant Mod Class 2) - gives Big Leagues 5 (available after Dangerous Minds).
Offensive Tactics (AE Implant Mod Class 2) - Qualifies for Commando 5 (available after Dangerous Minds)
Rifle Mechanics (AE Implant Mod Class 2) - Rifleman 5 grant. (can be built after Dangerous Minds)
Got a plan? (AE Implant Mod Class 2) - Grants Sniper 3. (Can be built after Dangerous Minds)
I Love Big Guns (AE Implant Mod Class 2) - Grants Heavy Gunner 5. (Can be built after Dangerous Minds)
The Slow, The Fast and The Dead (AE Implant Mod Class 2) - Grants Gunslinger 5. (Can be built after Dangerous Minds)
Robot Override (AE Implant Mod Class 3) - hacks into nearby robots, forcing them to fight for your cause. (Can be built after the Gallery Director resumes work)
Stealth Matrix Coordinator (AE Headgear Utility) - the study of Chinese technology nearby has allowed to better understand how their stealth technology works. The combination of radiant energy absorption and low-power emitters works in tandem with a distributed computing circuit and controller, providing near-perfect invisibility.
Ensures invisibility with stealth emitter covers when you sneak away and don't move. When used with combat AI / CORTANA, allows invisibility when stealing and moving. (Can be built after completing the "Monsters Are Found Here" quest)
BioSigns Monitor (Torso) is a basic health monitoring system used by the military for critical missions.
Heals at 1HP/s below 50%, increases poison and radiation resistance by 20%
Advanced Medic Monitor (Torso) - An improved health monitoring system has been developed based on data and information from MedTek.
Heals 5HP/s and 5 Rads/s, increases poison resistance and radiation resistance by 20. (Can be constructed after completing the McCready quest)
Medical Nanobot Block (SARS) - Nanobots used in the synth manufacturing process have been repurposed into a mobile device for repair and treatment.
Recovers 10 HP/s and 2 AP/s. (Can be built after completing the Bulk Merge quest)
Auxiliary Energy Coordinator (sars) - Microrelay technology allows energy to be stored and directed to a weapon when it is used, making any weapon system capable of interacting with it more lethal.
Increase your chance of a critical hit by 5% and your critical hit damage by 10%. Two-fold effect when using combat AI. The Institute's laser weapons have an additional 5% chance of being hit critically. (Built after completing the Power Up Quest)
Plasma toroidal container (sars) - microrelay technology allows storing plasma in a more corrosive and lethal state. The transfer of plasma into weapons at the time of use makes it far more lethal.
Increase your chance of a critical hit by 5% and your critical hit damage by 10%. The effect is 2 times higher when using combat AI. (Can be built after the Power Up quest)
Heavy spikes (Weapons) - it was only a matter of time before someone would design these bad guys for use. Lethality is a matter of using every part of your body as a weapon.
Increases melee damage and armor piercing by 10%.
Actuated Arms (Arms) - a weapon with a drive! Everybody loves them
Melee attack speed is 10% higher with both modes. (Requires both hands)
AI Stabilized Arms (Arms) - AI gun control not only makes you more accurate, but also allows you to move faster without injuring yourself.
20% increased sight stability, 20% increased melee attack speed, +1 agility (requires both hands to have mod and for combat AI/Cortana to work) (can be built after saving synthesizer)
Legs with drive (Legs) - Legs with drive. Run, Forrest, run!
5% faster movement with both modes (Requires both legs)
AI Assisted Movement (Legs) - AI-controlled legs reduce your running effort, allowing you to run significantly faster without harming yourself.
10% increase in movement speed, decrease in sprint AP, +1 dexterity (Requires both legs to have mod and for combat AI/Cortana to work) (Can be built after saving the synthesizer.
Auxiliary energy package (limbs) - Energy storage for a more powerful discharge. Get the beetles!
5% chance of critical hit to a laser weapon. (Auxiliary energy coordinator required)
Auxiliary Energy Burst Capacitor (Limbs) is a condenser that stores less energy but is able to release it much faster.
10% Critical Hit Damage for Laser Weapons. (Auxiliary energy coordinator required)
Plasma sub-container block (extremities) is a small unit of plasma reserve containment.
5% critical damage to a plasma weapon. (Requires plasma toroidal containment unit)
The plasma (limb) ionization unit is a smaller containment unit but with an embedded ionization unit making the plasma more reactive.
10% Critical Hit Damage to a plasma weapon. (Requires plasma toroidal containment unit)
Temperature Control (General) - Running around the Commonwealth is exhausting. But at least you won't sweat.
Equips AP by 10 and AP Regen by 2.
Climate control (general) - run in maximum comfort!
Equip AP with 20 and AP Regen with 4.
Raider Faraday Cage (Raider Common) - it seems that someone has dealt with the electricity. Although it provides a mild shock. Fully equipped costume can be very deadly.
5 shock damage points apiece, tesla effect. (Only for the slot of the raider utility)
Raider Jet Plates (Raider Reactive Plates, Common) - Well, when you are a mild suicide and do not think that your armor can kill you. Put on a few exploding plates and make people near you pay dearly for your mistake.
10% melee damage deflection apiece. (Only for the slot of the raider utility)
Raider Hakuna Matana (Raider's Torso) - The Dark Gods are talking, we need blood. By making this sacrifice, you become a consecrated soldier of the dark god. Rejoice because he gave you power over your enemies!
Deals 5 points of damage by bleeding in combat, gains 10 AP regeneration points, and a 50% melee damage bonus. (Only for the slot of the raider utility)
Raider Chthulu's Radiance (Raider Torso) - You have proved your dedication and skill in the dark arts. Now submit your will to the Dark One, and it will give you a power you never dreamed of!
100% increase in non-energy weapons, including melee weapons. 20 DR. plus ER. Lost 2 intelligence, perception, charisma. (Raider slot only) (can be built after The Devil's Due)
Disciple's Mark of Discipline (Disciple Limbs) is a lightweight armor frame made of more durable materials for elite students.
40% lighter armor frame. Gives 10 points of damage and energy resistance
Targeting Radar (PA Helmet Attachment) - BOS tracking system.
Imposes a reconnaissance effect on enemies. +2 good luck. (Can be constructed after executing the Show No Mercy quest)
Power Armor Control System (PA Helmet Attachment) is an advanced software control system used to increase the efficiency of power armor functions.
+100 carry weight, +2 stamina, reduce battery discharge by 20%. (Can be built after completing the Beyond the Wire quest)
Explosives Database (Helmet Attachment) - Who said reading is not useful? It looks like you have created a significant database of software and information that gives you more benefit.
Gives demolition expert 4 and a slight reduction in the amount of explosive damage taken. (Can be built after "Public Knowledge")
Knowledge Database (attached to the helmet) - Quoting Shakespeare, Petrie, and other obscure knowledge will help you to take your rightful place among more intellectually developed peers, or perhaps even make you a socialite at all the dinner parties you have attended.
Gives 2 Intelligence and Charisma. It also gives a 5% XP gain. (Can be constructed after information is received)
Tracer Sensor Array (PA Helmet Attachment) is an updated sensor array for use with upcoming integrated software and command patrol devices. Tracks previous shots and issues an updated aiming telemetry from known weapon statistics to increase accuracy and probability of hitting critical enemy weaknesses.
Gives 2 perceptions and a concentrated fire 3. (Can be built after Lost Patrol) (OGMIOS required for integration with software)
OGMIOS (PA Helmet IO) - BOS PA equivalent of CORTANA (can be constructed after the Blind Betrayal quest)
AI Controlled Arms (PA Arms Modification) is the BOS PA equivalent of AI Stabilized Arms. (Can be built after completing the "Blind Betrayal" quest)
High torque servo drives (PA weapon modification) - Provides 10% armor-piercing against melee attacks. increases the weight carried by 50. Impairs battery drain by 5%. With OGMIOS, servos can be controlled via AI. (Can be built after a big dig)
Integrated Power Conduit (PA Arms Modification) - Transfers energy to the nozzle on the fist. Increases the transportable weight by 25. Decreases battery drain by 10%. When used with OGMIOS, it is possible to control servos using AI. (Can be built after "Last USS Constitution Swim")
Hydraulic shock drive with tungsten spikes (PA Fist Attachment) - gives 10% armor penetration against melee attacks. Increases melee damage by 15 points. (Can be built after a big dig)
PA Fist Attachment (pulse arc) - Adds 100 shock damage to melee attacks. Need built-in power lines. (Can be built after "The Last Journey of USS Constitution")
The AI-driven legs (PA Legs Servo) are the BOS PA equivalent of the AI Assisted Movement (which can be built after the Blind Betrayal quest).
PA Legs Servo (Impact Calibration) foot servos are advanced foot servos that can withstand severe impacts without breaking hydraulic and mechanical parts. This gives the force armor the ability to use in melee combat that was previously impossible.
Gives pain training 1 or 2. Increases the transportable weight by 50. OGMIOS allows the use of AI Control and Pain Train 3 if both legs are equipped with mod. (Can be built after completing the quest "Big Dig")
KERS Attachment (PA Legs Attachment) - Gives Blitz 1 or 2 and Explosive Vents 1 or 2. (Can be built after the Blind Betrayal quest)
Spaced Armour (PA Torso Attachment) - good old spaced armor. Design from the Great Wars is still in use today.
Adds 50 points of damage resistance and weight. Decreases the damage taken from explosives. (Can be built after completing the Old Weapon quest)
Combat Medical Records. (PA Torso Attachment) - combines the Medica pump and emergency protocols. When used with OGMIOS gives a healing rate of 5 HP/s (can be built after the A New Dawn quest).
Sacrificial fire shield (torso frame slot) - gives 100 DR., ER, FR, CR, PR, RR (all resistance). Create a fiery cloak that deals damage to nearby enemies in combat and has a 50% chance of causing the target to flee. (Can be built after receiving Pickman's Gift)
Arcjet Propulsion Systems jetpack (PA Torso Frame Slot) - the first time you almost roasted Dansa to death, but you know what? Research in the field of jet propulsion has allowed us to create a much smaller and more advanced jet pack. However, the new reactor generates a lot of energy. Excess is thrown out of the costume, forming a miniature electric field.
Unlimited jetpack with a tesla field for 5 damage. (Can be built after completing the New Dawn quest)
PhotoRad Coating (PA Coating) - gives recharging of action points in sunlight and radiation (can be built after Cambridge polymer laboratories).
Note: Courser uniforms have built-in AI and an energy coordinator.
Lining Supplements - ESP Supplement
Vault-Tec Series of Liners (Common Liner) - From the very group that brought you the vault and vault suits, we are proud to introduce the vault-tec armour liner series, previously only available in vault suits, but now available everywhere.
Power liners (ER = energy resistance, Rad = radiation resistance)
Insulated - 5 ER
Processed - 5 ER, 5 Rad
Sustainable - 10 ER, 5 Rad
Protective - 10 ER, 10 Rad
Shielding - 15 ER, 15 RAD
Ballistic inserts (DR. = damage resistance, SR = impact resistance)
Flak - 5 DR
Shards - 10 DR., 5 SR
Layered weaving - 15 DR., 5 SR
Carbon fiber - 20 DR., 5 SR
Boron Carbide Weaving - 25 DR., 5 SR
Satellite covers
Sleek Muffled (feet only) - 5% increased movement speed and 10% reduced noise.
Comfort Muffling (hands only) - 10% noise reduction and AP power attack.
Coverage Supplements - Add ESP
Professor Scara's survival coats (common coatings) - despite Professor Scara's brief lessons on the commonwealth, it appears that the group is constantly working to help survivors and settlers adapt to the conditions around Diamond City. They have created some wonderful coatings using local ingredients, check them out!
Energy coatings
Silver plating - 10 ER
Gold plating - 20 ER
Ballistic coating
Chitinous coating Mirelurka - 10 DR.
Red Scorpion Chitinous Coating - 20 DR.
Support coatings
Touch fake coating - 5% better hidden in shadows
Coating stealth emitter (general, except helmet) - 10% better hiding in the shade. When used with a stealth matrix, the coordinator allows invisibility with a coating of the chest, arms and legs. (Can be constructed after executing the Here There Be Monsters quest)
Planned Supplements V1.4 (Essential ESP)
Not yet
If there are suggestions for keywords for specific slots, please write to the PC.
Planned Add-ons (Add-On ESP) - Add-ons will appear in stages.
Utility
New Level 3 Implant - Blood Purifier
Modified components - Temperature control + Medical kits
Improved some armor scores. (Operator + Sint). We'll have to do some more testing.
Additional components - Student and possibly basic installation.
Materials
Not yet
Coatings
Not yet
Overlays
Not at this time
New electrofilters
Not at this time
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