There is a neat idea for a mod in here, and mostly realised, except:
1) ingredient requirements are too low - eg, a bit of rubber for the rubber weave. They should have this sort of thing course, but also still require more ballistic weave as the matrix as the higher ones do. After all, why would just gluing a bit of rubber give such a huge boost?
2) And making them even heavier and reducing the stats further would also help give the impression of these as being more realistically shoddy backstreet/homemade versions of ballistic weave technology.
That's not to knock the mod, but just to wish it had been realised even better. Sadly making it so would be beyond my skills.
Great mod for everyone who doesnt want to even touch these useless railroad "super kindhearted" chunks, who never could get one courser chip or infiltrate the Institute.
As someone who doesn't like siding with the railroad, and who also doesn't like wearing big bulky armour just to get a decent damage resistance, this mod was exactly what I was looking for. Thank you :)
Slight spoilers, I think that the Nano Weave beats Ballistic anyway. Although, I don't see it on this version, oddly. The one on the Ingame Mod Menu seems to give it. Or it comes from a different Mod.
this might be my own fault somehow but I cant craft some of these weave mods. Like the tear 5 advanced hybrid weave mk5. I have 4 armorsmith 2 science and all the items needed to craft it but its greyed out. I can craft the tear 5 ballistic weave that has the same requirements, so Im not sure whats going on. Is it supposed to be this way?
I opened the esp up in xedit, all it has is the standard armor tiered weaves, no advanced hybrid mark whatevers. Edit - Yeah, you got the wrong mod. Those weaves are added in by Armorsmith extended.
cool mod... i changed it a lil in fo4edit so now the lowest start's at 125 energy and ballistic defence and the last one adding 225 :p helps a lot when u have Arbitration and EVAS Enhanced settings and u just wanna walk around ina tuxedo or something.
00:40] Background Loader: <Warning: Unused data in: \ [51] MoreWeaves.esp \ [3] GRUP Top "OMOD" \ [0] MG_mod_armor_NoWeave "No Weave" [OMOD:51000800] \ [3] DATA - Data> [00:40] Background Loader: <Warning: Unused data in: \ [51] MoreWeaves.esp \ [3] GRUP Top "OMOD" \ [1] MG_mod_armor_LeatherWeave "Leather Weave" [OMOD:51000802] \ [4] DATA - Data> [00:40] Background Loader: <Warning: Unused data in: \ [51] MoreWeaves.esp \ [3] GRUP Top "OMOD" \ [2] MG_mod_armor_FiberWeave "Fiberglass Weave" [OMOD:51000805] \ [4] DATA - Data> [00:40] Background Loader: <Warning: Unused data in: \ [51] MoreWeaves.esp \ [3] GRUP Top "OMOD" \ [3] MG_mod_armor_RubberWeave "Rubber Weave" [OMOD:51000808] \ [4] DATA - Data>
TES5edit report clipping.
I am using AE and loading your mod near end of load order. Any ideas? I have spent more hrs. than I care to admit to on this. This is not a fatal error. I just don't use mods I can't sort with xedit. I know it is something I am overlooking. EDIT: After reading everything, it just may be a B.S. error (conflict not worth digging for) . Seeing you only use xedit, you are limited. More than likely its a minor mod conflict on my end. Looking forward to your mod.
90 comments
1) ingredient requirements are too low - eg, a bit of rubber for the rubber weave. They should have this sort of thing course, but also still require more ballistic weave as the matrix as the higher ones do. After all, why would just gluing a bit of rubber give such a huge boost?
2) And making them even heavier and reducing the stats further would also help give the impression of these as being more realistically shoddy backstreet/homemade versions of ballistic weave technology.
That's not to knock the mod, but just to wish it had been realised even better. Sadly making it so would be beyond my skills.
Feature request :
Add versions of the weaves with radiation resistance.
These versions could add to materials costs and be made significantly heavier (like the leaded armor types are) to maintain some game balance.
Great mod as it is so I'm being greedy asking for more. Many thanks for this mod and endorsed.
Update :
I am working on an FO4Edit esp to provide leaded versions of weaves as a complement to your mod. Seems to be OK at the moment - still testing.
I opened the esp up in xedit, all it has is the standard armor tiered weaves, no advanced hybrid mark whatevers.
Edit - Yeah, you got the wrong mod. Those weaves are added in by Armorsmith extended.
How about a nerfed version for ppl who don't opt for the Railroad?
To get the "good stuff", you'd need to go through the Railroad, but here you can have it right off the bat. It's just that it's weaker.
helps a lot when u have Arbitration and EVAS Enhanced settings and u just wanna walk around ina tuxedo or something.
ty for making this, endorsed
[00:40] Background Loader: <Warning: Unused data in: \ [51] MoreWeaves.esp \ [3] GRUP Top "OMOD" \ [1] MG_mod_armor_LeatherWeave "Leather Weave" [OMOD:51000802] \ [4] DATA - Data>
[00:40] Background Loader: <Warning: Unused data in: \ [51] MoreWeaves.esp \ [3] GRUP Top "OMOD" \ [2] MG_mod_armor_FiberWeave "Fiberglass Weave" [OMOD:51000805] \ [4] DATA - Data>
[00:40] Background Loader: <Warning: Unused data in: \ [51] MoreWeaves.esp \ [3] GRUP Top "OMOD" \ [3] MG_mod_armor_RubberWeave "Rubber Weave" [OMOD:51000808] \ [4] DATA - Data>
TES5edit report clipping.
I am using AE and loading your mod near end of load order. Any ideas? I have spent more hrs. than I care to admit to on this. This is not a fatal error. I just don't use mods I can't sort with xedit. I know it is something I am overlooking.
EDIT: After reading everything, it just may be a B.S. error (conflict not worth digging for) . Seeing you only use xedit, you are limited. More than likely its a minor mod conflict on my end. Looking forward to your mod.