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mac92

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mckeedee123

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About this mod

Did you prefer Fallout 3/NV's practical canvas jumpsuits to Fallout 4's skintight leather ones? This mod effectively replaces all vanilla vault jumpsuits with Vault Utility Jumpsuits from the "Vault Suit Customization" Creation by overwriting their models and stats (though you'll still be able to wear armor over them). The CC mod is required.

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Think back to the vault suits in Fallout 3 and NV. Sturdy. Comfortable. Practical. Immersive.

Now flip back to Fallout 4 and look at what vault dwellers are squeezed into. Squeaky (presumably). Skintight. Suffocating. Unimmersive.

All joking aside, I really do love the Vault Utility Jumpsuits from ANDREWCX and Elianora's "Vault Suit Customization" Creation. This mod effectively replaces all vault suits with their Utility counterparts. Specifically:

  • Overwrites all vault suit models (including vault 88's) with Utility Jumpsuits of the same number. This applies to both the M/F world model and the object model.
  • Gives all vault suits the INT/PER effect of the utility jumpsuits.
  • Enables ballistic weave on all vault suits (the property was already on utility jumpsuits).
  • Enables armor to be equipped and visible while wearing all vault suits.

There are some caveats, however:
  • The absolute, #1 problem with this mod is that it overwrites vanilla assets. I tried to keep the scope as narrow as possible but it does overwrite all vault suit armor objects in its masters and the ccACXFO4001_AAVaultSuitBlank3 ARMA from the Creation. For the uninitiated, this is a problem because it can lead to mod conflicts (mods can't overwrite an object together. Only one can get the final overwrite, no matter how small the change to the object.) If another mod (like an armor overhaul) edits the vanilla vault suit objects, you're going to have to either choose a mod to change how vault suits work (probably this one- it's more specific), or go into xEdit yourself and make a custom overwrite that combines the features of the conflicting mods (which actually isn't that difficult). If you don't have any other mods trying to overwrite Vault Suit Objects, however, there won't be any problems, so don't worry.
  • The absolute, #2 problem with this mod is that if you apply it to an old save, all jumpsuits that have already spawned are going to display "101" on the back. (Vanilla jumpsuits spawn with an inherent material swap for their number, while the CC mod's jumpsuits use an armor modification to apply that material swap, which already-spawned jumpsuits aren't going to have.)
  • The FormID's of the suits have not been changed, so suits of different types will not stack in your inventory, even if they have the same name and properties.
  • The utility jumpsuit model wasn't made with armor in mind, so it clips through some armor models worn over it. Just a minor visual error. The belt is the most common culprit.
  • All vault suits are going to show up as "Vault ## Utility Jumpsuit". Sorry. To change that I would have to overwrite either the instance naming rules or the Creation's vault number mods. To me, limiting the scope of the overwrites is more important than this semi-issue.
  • The purge is not absolute. Children will still wear vanilla jumpsuits, and certain assets (like vault skeletons) don't actually pull their clothing from armor models. Overall, I was rather pleased with the results, however.

This mod was made using xEdit. To uninstall, simply delete the file. The mod requires Vault-Tec Workshop and the "Vault Suit Customization" Creation.