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Advanced Gunsmith Capabilities
About This Mod
This fashion does sixteen things.
First, all items of equipment in the game can now be worn under armor, and all armor must be displayed when equipped.
Secondly, all the hats and helmets in the game that do not cover your face, can be worn with bandanas and gas masks.
Third, ballistic-weaved armor can be added to every suit, hat, and helmet in the game.
Fourthly, I completely remade the entire fashion system from scratch.
There are now 11 different types of mods: Fashions of protective weaving, fashion of lining, fashion of accessories, fashion of headdress additions, fashion of gloves, fashion of glasses, fashion of color change, fashion of strengthening of theroptics, fashion of base weight and weight modifier, as well as fashions changing the appearance of armor items to make them look different size or to make them invisible.
Recycled mod Ballistic Weave, added mods Ballistic, Energetic, Hybrid (Ballistic + Energetic), Biohazard (protects against poison, infections and parasites), Fire Retardant, Rad Protection and Advanced Hybrid (all 5 types in combination).
The DIA 2nd Rail Quest discovers the railway versions of the Hybrid and Advanced Hybrid.
The Out of the Fire quest opens forged hybrid (ballistic, energy and fireproof) weaves.
The Visions In The Fog quest opens the Children of Atom Hybrid weaves (ballistic, energy and radio-protective).
All weaves are available in Mk.1 - Mk levels. 5.
Advanced hybrid weaves have 4 perch requirements: Weapon, Science, Medicine, and Chemist.
Forged hybrid weaves require 3 feathers: Weapon, Science and Chemist.
The Targeting HUD mod uses custom effects that are more subtle than vanilla effects, which are simply a color outline. The old Targeting HUD mod is now called Targeting HUD Platform. It unlocks 3 new mod slots that allow you to independently apply Friend Recognition, Enemy Recognition, and Corpse Recognition mods.
The categories of mods available for a particular item correspond to which of these 8 categories are present on that item.
The fifth part adds new fashions to replace color, gloves, helmets/hats with hair, a helmet-wearing flying hat and BOS/Sack hoodies, nudity rings, combat armor with invisible thermooptics, and a wide range of weapons to be worn. The equipment is created in the Armorsmith workshop and the weapon is worn in the Weaponsmith workshop.
Sixth, all clothing items can now be modified as well as renamed.
Seventh, I made this mod compatible with VIS-G Legendary Modifications.
Twelve, Strong or any other future supermutant followers/settlers may wear any hat/helmet, gas mask, bandana/mask, and goggles.
Thirteen, Changes to Vanilla Hazmat Suit and Damaged Hazmat Suit: Now the Armor Index fashion slot allows you to switch between vanilla opaque lenses and transparent lenses with a flying lid. I also added a crafted Hazmat Suit (w/Hair) with a clear lens. Changes to vanilla suit "Clean Room with Hood": Now the fashion slot "Armor Index" allows you to switch between vanilla opaque lens and transparent lens.
Fourteen, Added crafting recipes for all vanilla/DLC clothing/armor/power armor. (The Weaponsmith update adds recipes for all kinds of vanilla/DLC weapons and ammunition. So for users of both workbenches crafting will be unnecessary)
Fifteen, Added workbench modifications for all vanilla/DLC armor to change armor size. (So the craft size of the armor is unnecessary.) All vanilla/DLC armor has been updated to make non-helmet parts invisible. (So the hidden armor is unnecessary.) All vanilla/DLC armor has additions that make the helmet armor visible as other sizes.
Sixteen, added scrup recipes for all garments, so you get 1/2 of the components needed to make an item when you're scrubbing an unmodified item, instead of nothing or almost nothing that you'd get in vanilla.
This mod was created from scratch using FO4Edit.
Screensavers, upload some pictures of your wild style.
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