Fallout 4 Nexus Armorsmith Extended
Credits and distribution permission. Other user's assets Some assets in this file belong to other authors. new feature: added scrap recipes for all apparel items so you'll get 1/2 the components required to craft an item when you scrap an unmodded item instead of the nothing or next to nothing you'd get in vanilla.bug fix: added the non-playable flag and playercannotequip keyword to the Mutant Shogun Armor.bug fix: removed the non-playable from synth uniforms.bug fix: altered carry weight enchantments to support non integer strength values.updated armor records to be in line with AWKCR v7.1. Version v4.2. Integrated the All DLC patch into the main plugin. Users without all the required DLCs will no longer be supported because it's too much work to strip DLC support out of ArmorKeywords.esm.Turned all outfits added by prior versions that were retextured vanilla outfits into color swap mods.
Aug 25, 2016 Fallout 4. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. I searched the data folder and found a main.ba2 file and a textures.ba2 file but no esp related to armorsmith extended. #4 Showing 1-4 of 4 comments Per page: 15 30 50. Fallout 4 General Discussions Topic Details. Date Posted: Aug 25, 2016 @ 8:00am.
CBBE bodyslide files shouldn't really be needed for this mod anymore. CBBE users will still need the CBBE Underwear Retexture for Armorsmith Extended Courtesy of ragegamer, to vanilla Hazmat Suit and Damaged Hazmat Suit: now the armor index mod slot allows to to switch between vanilla opaque lens and transparent lens with a flight cap. I also added a craftable Hazmat Suit (w/Hair) with a transparent lens.Changes to vanilla Hooded Cleanroom Suit: now the armor index mod slot allows to to switch between vanilla opaque lens and transparent lens.Added crafting recipes for all vanilla/DLC apparel/armor/power armor. (Weaponsmith update adds crafting recipes for all vanilla/dlc weapons and ammo.
Fallout 4 Mods Download Free
So for users of both Crafting Workbenches is redundant)Added armor bench modifications to all vanilla/DLC armors for changing armor size. (So Craftable Armor Sizes is redundant)Added armor bench modifications to all vanilla/DLC armors for making non-helmet armor pieces invisible. (So Concealed Armors is redundant)Added armor bench modifications to all vanilla/DLC armors for making non-helmet armor pieces appear as the other armor sizes. Version 3.31. Added a new carry weight modding system for packs.
I like Wearable Backpacks and Pouches a lot, but I'm trying to get my MA keyword count down so I can install some more mods. WB&P has a pretty big footprint in that regard (12 MA keywords), so I'm uninstalling it for now until there is a fix that extends the MA keyword formlist array from 128 to 512. My new carry weight modding system only uses 1 MA keyword. I replaced the WB&P carry weight modding system in the Pack It Up patch with the new one. I handled customization a little differently. There is two mod menus for it, one for base carry weight effect and one for carry weight modifiers. For the base carry weights I have brought back my 3 strength based carry weight effects, and I've also added 10,20,30,50,75,&100 options for set bonus amounts.
Fallout 4 Nexus Armorsmith Extended Release
For the modifiers I have three tiers based on armorer and strong back perk unlocks, as well as an option for cheaters. Version 2.71. Big change to help wage war on the formlist cap bug.
I've moved the armorsmith workbench and crafting menu category keywords to Armor & Weapon Keywords Community Resource. Now us modders will be sharing the two new Armorsmith and Weaponsmith workbenches and crafting keywords for all our crafting recipes. This should take a big chunk out of our combined crafting menu keyword footprint.Moved satchels to slot 55 to share the belt slot, so now people can wear satchels with higher up packs like the top fields scribe and jet packs.Changed Welding Helmet to allow gasmasks.Fixed new Vault 111 security armor to act as armor chestplate, it will no longer take up all the armor slots.Integrated Catwoman1989's transparent helmets for the vanilla hazmat suits.Maybe some other small fixes, hard to say, been working on this for days. Version 2.5. Optimized slot usage for all vanilla clothing items. Bethesda had some kind of grand plan for slot usage but it went unfinished.
As a result a lot of outfits had a lot of slots assigned for their usage. I changed all the outfits so that they would only use the minimum amount of slots necessary to work properly. This was to make more slots available for modders to use for their added clothing and accessories. After conferring with some fellow modders we've come up with a slot usage standard that modders can use to make their mods play well with others. Version 2.3. Added eye slots to remove glasses when wearing enclosed helmeted outfits such as helmeted cage and spike armors, which already had eyewear mods available to the outfit.Removed eye slot from Synth helmet, put it on during testing soemthing and didn't completely remove the test changes.
Can now wear glasses with it again.Added White Nurse Uniform by wildgravityAdded damage resistance to vanilla dog armors.Most importantly, this mod is now fully compatible with Valdacil's Item Sorting. Choose the sort clothes by class option to have your clothes sorted by categories created to reflect the changes made by Armorsmith Extended. Version 2.0. I completely redid the entire clothing modding system from scratch. There are now 5 different types of mods: Lining mods, outfit add-on mods, headgear add-on mods, Glove mods, and eyewear mods.
The categories of what mods are available for a specific item correspond which of these 5 categories are present on that item.All clothing items are moddable now and are also rename-able.I made this mod compatible with Legendary Modification by teaLz.I fixed the issue with the mining light headlamp's light emitter moving to your knee if you added mods to the mining helmet.I re-added the leather linings to the combat armor and synth helmets. However, unlined versions of both can now be crafted to be worn with gas masks.I added more new outfits, headgear, gloves, and custom Dogmeat armors to be crafted.For the master armorsmith/scientists out there I've implemented a new craftable set of armor called Therm Optics Combat Armor. Using stealth technology it is now possible to create cloaked combat armor pieces. Also the chestpiece can be modded with a therm optics booster that will extend the cloaking field around the user when standing still and sneeaking.
There is a known bug with this: These new Therm Optic armor pieces will not automatically unequip previously worn armor, you have to do that manually. This was was the only way to do invisible armor with properly functioning mods.
Version 1.71. In the immortal words of Shock G, dresshowyoulike.
. Quick Links. Fixes / Guides. Modding. Fallout Network.Welcome to, Your one stop for Modding EVERYTHING Fallout.Got a mod to share? Want to talk about Modding? Whatever it is, you can do it here!Weekly Posts.
Request Wednesday - All Requests must go hereFILTER BY GAMERULES.Posts must be about Fallout / Modding.No Image Macros/Memes as posts.Editing console saves is not 'modding'.Comments not adding to discussion / flaming, will be removed.Use Descriptive Titles. One word or vague titles will be removed.Posts asking questions that are answered in sidebar guides may be removed.Don't promote Piracy. This includes posting mods that were removed / taken down. Piracy is a ban, no warnings.Support posts without load orders (Not mod list) will be removed.Do not post the same mod/video more than once, with the exception of major updates.Posts promoting a released mod must link to the MOD, not a video.All request posts must be in the weekly sticky thread (Wednesdays). All others will be removed.POST FORMATTINGPlease use tags in your post titles for what game, and what you want to discuss! Each post MUST have a tag for which game you are posting about.FO4 - For Fallout 4FNV - For New VegasFO3 - For Fallout 3FO2 - For Fallout 2FO1 - For Fallout 1FOT - For Fallout TacticsF76 - For Fallout 76EXAMPLE: FNV New Vegas Fiend CompanionSpoilersPlease use spoiler tags for MAJOR game events. Minor spoilers should be expected here.Type Without quotes:'Mr House is actually an Alien who started the great war' (/spoiler)To get this:Useful linksExplore the Fallout Network- Reddits Fallout Home- Discussion Fallout 3- Discussion for New Vegas- Discussion for Fallout 4- For the early Fallout games- In depth discussion for everything lore relatedVisit our sister subreddit at!
I'm having this issue with Armorsmith Extended. As soon as I launch the game it will CTD.With all addons disabled except for AKCR and AE, it still crashes.
With AKCR, along with the rest in my current load order (Picture below, minus AE); it's fine. During installation of AKCR, I correctly selected to use vanilla, and that I didn't have the DLC. Also I've tried it both with and without UFO4P. But I am wondering if not having the DLC is causing the issue, even though from what I can tell you need the AE DLC patch to make it work with it.I'm also using ENBOOST and ShadowBoost, but this issue was happening before installing them.Also having the same exact symptoms with Weaponsmith Extended, and CBBE.Load Order:.