Adds craftable upgrades to almost all apparel and visual customization to many. Randomly adds resistances to armors as they spawn to allow the player to find better versions of armor/ clothing as they explore. Rebalances some armors and tweaks others according to my personal preference.
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Changelogs
Version 3.0
Changed the modcols in a similar fashion to the weapon randomizer. It is now a bunch of nested modcols instead of a single one with a ton of mods in it. This new method is much easier to work with. It should be a little bit harder to find equipment with added stats. However, thanks to this new method it should be far simpler for you to change the rarity to your liking in xedit.
The upper range of physical and energy has been lowered to 10 instead of 15.
Random Rad resistance is still the same, but it should be rarer than before.
Poison resistance and SPECIAL stats should still be fairly rare.
Weight should be clustered around the vanilla value with deviations being present.
Power armor random stats follow the modcol changes but are other wise unchanged stat wise.
Swapped all modifications that had a new attach point over to the equivalent vanilla attach point. This allows everything to be neatly organized in the workbench menu. Only the gas mask retains its new attach point for better compatibility.
Reorganized some vanilla attach points and the aforementioned gas mask attach point in the formlist for better organization.
Light, Sturdy, and Heavy variants of armors are now craftable once the relevant perk is unlocked. They will not appear in the menu until you have reached the level of the perk that unlocks them! This is intentional.
Robot armor no longer shares upgrades with Metal armor, but they do share stats. However, Robot armor has Rad resistance applied via its Light, Sturdy, and Heavy upgrades.
Added the relevant keywords to clothes and power armor so that they can roll Legendary effects. Potentially usable by "Legendaries They Can Use". Link in the description.
Reworked Mutant armor upgrades to be more vanilla, but retaining some of the original upgrades.
Reworked the Pip Boy upgrades to be more interesting and varied instead of a simple XP buff.
Reverted the naming scheme back to vanilla because I wanted to open up compatibility with my other mods. The added names are now handled via a vanilla script which is much cleaner.
Changed the enclave decal to be yellow instead of black.
Tweaked the Diamond City Guard outfit to include all the DC Guard armor types present in the game. Also added the batting helmet with some goggles/glasses options, or a chance for no helmet at all. This would be best paired with your choice of mod that adds faces to the DC Guards as they only have a couple in Vanilla.
Changed the names of the Wedding rings. I might remove the new names altogether in the future.
Fixed a number of small bugs such as some power armor not having the proper stats, a clothing item not being entirely randomized, a color option not appearing, etc.
Version 2.0
Various armor bugfixes from the vanilla game. Nuka world jackets normal map fixes. Army helmet material now has a cubemap applied. Geneva's ensemble has a unique spec map instead of sharing the woman's casualwear. A number of smaller fixes I've forgotten.
Name changes for armor and clothing to better reflect their condition and for consistency.
New upgrades for DLC armors (Marine, Nuka Raiders) to better match vanilla upgrades. No more singular upgrade to max out these armors.
Removed Wasteland Weave as I thought it was too easy to get and too strong. It's still in the esp and can be reenabled by reattaching the object mod to the constructible object.
Every armor attachment has had it's weight and value changed from a percentage to a standard number. No more DLC armors that gain extreme value and weight from attachments. There is still a small weight percentage change to differentiate armors.
All armor's have had their limb stats standardized.
SPECIAL stats from the vanilla game have been removed from armors. This was to prevent duplicate SPECIAL values that could result from the object effect and object modification adding SPECIAL stats in different ways.
Power armor was rebalanced again. Stats are much more clustered together now so that any armor can be used with some small sacrifices. Power armor is generally weaker now.
Added unique Legendary effects to a couple unique clothing items (Maxsons Coat, Courser Coats). Replaced some Legendary effects on other unique clothing items. (Mechanist)
Pip Boy "upgrades" can be crafted. They are very minor.
A number of 2k retextures and material swaps for prewar clothing that I made for fun and practice. They can be found pre applied on clothing via modcols or crafted at an armor bench. 4k textures are available as a separate download.
Many clothing items that had multiple variants in vanilla can now interchange textures. They can spawn with them or be crafted at an armor bench. The BoS Combat Armor is now a paintjob, as is the Zealots Marine Armor.
The Clothing Color Variety patch is now streamlined and no longer requires anything other than the base mod. However, it does require a very small bit of effort to get to work. You need to rename the "Gunmetal-Clothing-Variety - Textures.ba2" to "Crazy's Clothing Variety Patch - Textures.ba2". Same with the Main.ba2. "Gunmetal-Clothing-Variety - Main.ba2" to "Crazy's Clothing Variety Patch - Main.ba2". The esp is in the optional files of this mod, don't use the old patch.
This includes a BOS Paint Job retexture found here. It is an open source mod which helps fix some issues with making the BOS material a paintjob. It looks amazing and I thank the mod author for being gracious enough to make it open source.
Other patches may or may not need updating. I probably won't be updating them.
I added keywords to make rarer rolls un-scrapable and featured. I'm looking for feedback on this change if you have any.
Version 1.03
Decided to overwrite the Unofficial Patch's naming scheme on the mining helmet with this mods scheme. Now it should show the regular helmet upgrades. I see this as a better solution. Added Gas Mask Filters to the Hooded Clean Room Suit and Hazmat Suit. Not the Unhooded version or the broken Hazmat Suit, as one lacks a hood and the other is too broken. Added a higher chance for the Hazmat and Clean room suits to roll poison resistance. (All Variants) Fixed a mistake where the Hazmat Suit had practically no Radiation resistance. The Broken suit now only does 100 radiation resistance since it is broken. Fixed a few oversights that I can't remember.
Version 1.02
Fixed a number of clothes/armors not having the proper naming scheme.
Tweaked the helmet lining and mods to scale better with value and weight.
Tweaked the weight of a couple headwear items so that they randomize better.
Raider Sack headwear is now a helmet/gas mask hybrid. More moddable than gas mask, less randomized than a helmet. Generally weaker stats than both.
Redid the randomization of radiation resistance to be more scarce. It was appearing more frequently than I liked. It should also be less potent when it does appear, but it still scales higher than dr/er. I might change it further depending on how this change settles.
I added some small effects to the wedding rings to make them slightly more interesting. Nothing too strong. Nerfed their value a bit more and gave them 0.1 weight.
Version 1.01
Fixed the null mod for the Vault Security armor. You can no longer build a free tier 4 version.
Fixed an oversight with the Marine Helmet so that it should spawn with its built in mod. I was debating removing it at one point.
Version 3.0 is here! Check the changelog for details. I hope you all enjoy the new version! It should be the most polished version yet.
I'd recommend starting a new game with this. I don't think your game will crash, but the names and perhaps a few other things may be wonky.
(Pre 3.0 description) I was heavily inspired to do this by this mod.
Anyway, what does this do? This makes it so that every piece of armor or clothing that spawns will hopefully be unique. It does this through invisible mods applied to armors and clothes that have a chance to add 1 through 15 bonus resistance. More details below.
Physical Resistance: 0-10 additional resistance possible. Energy Resistance: 0-10 additional resistance possible. Radiation Resistance: 0-20 additional resistance possible. Radiation resistance is rarer in the base game, so I gave it a little more potential. Poison Resistance: 0-5 additional resistance possible. Higher chance of appearing on gas masks. Durability: -50% to +50% is the range for durability. Only applies to power armor. S.P.E.C.I.A.L Stats: Can occasionally spawn on headwear/helmets and clothing/under armor. Weight: -30% to +30% is the range. This is based off of the original weight of the item. So you won't find an extremely heavy pair of glasses for instance. Value: Is based off of the other mods. The higher the resistance applied by the other mods, the higher the value applied as well. This translates to better pieces generally being worth more.
There are a handful of items that don't get random resistance stats, such as bandanas and eyewear. Gas masks only receive poison and radiation resistance. Power armor has also been given its own set of randomizing mods. These are basically the same as the ones for clothing except they add 5 instead of 1 per level.
I tried to balance it so that the higher levels of resistance are quite rare, but I'd like to know what people think. I consider this a work in progress even though everything is done.
Tweaks and Additions: -Added radiation resistance to a couple armors, sort of like they had in 76. -Nerfed the Nuka World raider armors a bit, just because I don't like how strong they are. -Added upgrades to dog armor, diamond city security armor, vault security armor, and super mutant armor. Although, the super mutant armor is a bit basic, because super mutants aren't very smart. - Added Wasteland Weave, a weaker version of Ballistic weave with radiation resistance. -Helmets/headwear received a misc. mod slot as well as a basic upgrade path. -Gas masks and power armor helmets also have a new filter mod that adds poison and radiation resistance. -All underarmors get the lining from the vault suit, although I changed what it does somewhat. -All full body armor sets now have upgrades that can be applied just like regular armor pieces. -All under-armors also had their base stats changed to be more comparable to one another. Although a few are still better than others in terms of base stats. -Wedding rings now have unique names and minor effects, but are worth less. -Various small tweaks to weight and stats of some armors/clothes.
This mod comes with two esps flagged as light. The randomizer comes first in the load order. Originally, I intended to release the randomizer and the tweaks as two separate mods, but I got burned out and decided to combine them. If enough people want them separate I might do so.
Requirement: Requires the Unofficial Fallout 4 Patch due to some forwarded fixes.
Anything that wears armor might be a bit tougher now. Super mutants especially seeing as they now have the potential for armor upgrades and randomized stats.
Make sure to report any bugs and tell me any ideas you have on how to make this mod better. I'm curious what sorts of ideas people have because I love this concept for Fallout 4, hence this mod. Feel free to make patches for other mods as it's very easy to do.