only required if you want to run the patcher yourself.
Permissions and credits
Credits and distribution permission
Other user's assetsThis author has not specified whether they have used assets from other authors or not
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Vanilla Armor materials have a weird exploit, where crafting the exact same mod on two different sizes of the same armor has different requirements. On a light, you might need armorer 1, but on a heavy, you might need armorer 3. Now, the problem with this is that because you end up crafting exactly the same mod, you can craft it on the light, and transfer it to the heavy.
Here is a patch that fixes the issue on all vanilla armor. And, also included, is an optional MXPF patcher script you can run that will also fix the issue with mod added armors- most of the armor mods I've tried don't have this issue, but at least this will confirm that it isn't present in your load order.