About this mod
Craftable Invisible Armors and Armor Modules (see description for more details on those).
- Requirements
- Permissions and credits
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Translations
Invisible Backpacks added for Power Armor! Invisible Backpacks for Power Armor gives you bonus carry weight, starting off at +50, with buildable upgrades that give +25 then +50. Those upgrades require higher armorer ranks and some crafting materials. The backpacks are completely invisible, and also give a small amount of bonus damage and energy resistance. They have legendary capability.
Secondary update: Added a version that has a small model for those who need to be able to see something to pick up to add legendary mods. REPLACER PLUG-IN ONLY. You still need the model files from the main mod.
tl;dr Allows for crafting of armor pieces that are permanently invisible but function perfectly. Also allows for crafting of an invisible backpack (takes up slot 54 and gives bonus carry weight), and now includes an invisible backpack for PA as well, armor modules (see description, there's no short way to describe them), and my Invisible Hazmat suit is included.
Everyone has that favorite set of clothing they run around with in game. Whether it's the Minuteman General's outfit, the HN66 Sirius Armor, or something just as awesome looking, you always have the problem of whenever you equip gear over said armor, you always get that horrible clipping which can result in some... interesting appearances. And by interesting we all know I mean ugly. But you still want that added defense (or in the case of combat armor, the free rad resist from the BoS material).
There are mods out there for that. Concealed Armors by Nisas is a great mod for solving that problem... except for that mod has been more or less abandoned and is quite bug riddled. I even used that mod for a while, and decided that there has to be a better way to do this.
And so I created this mod.
What Does this Mod Do?
Using the Chemistry Station, you can craft invisible versions of the Leather, Metal, Combat, and Synth armors. Now these armor pieces are identical to the original vanilla forms in every way except for two. First off, they cannot have any of the CC paints on them (they're invisible, what's the point?). Secondly, they actually do not have ANY in game visuals. I've extensively tested this, and there's no visible proof that they're there. However the defense they add is very much real. It also adds in an invisible backpack that gives bonus carry weight and has two upgrade tiers to give even MORE carry weight. Also you can craft Armor Modules. Those are explained in much greater detail below.
How is This Different from Concealed Armors?
Unlike Concealed Armors, the armor pieces cannot be made visible at any point in any way. Ironically that's the source of
many of the bugs with that mod, so this one just does away with that completely. Also unlike Concealed Armors, you cannot "show" lighter variants of a heavy armor variant. Also unlike Concealed Armors, there are invisible variants of the regular helmets in game. And they work without making your character bald, while still taking up the helmet slot. The best part is, the invisible helmets all support Ballistic Weave and have misc mods available (ie ultra light, deep pockets, etc) except for the Invisible Metal Helmet and Invisible Army Helmet.
What is Needed to Make the Armor?
The way I've done this is I've set up a one to one conversion. To get an invisible armor piece, you need the corresponding regular armor piece, i.e., you need a Metal Chest Piece to make an Invisible Metal Chest Piece, and so on. You also need to have at least Armorer Rank 2. However, there are no additional material requirements. The reason behind the semi high armor rank is explained more below. The invisible backpacks require Armorer 2 and some Leather, Cloth, Steel, and Aluminum.
How To Make the Invisible Armor:
This is probably the easiest part. Go to your chem station, and scroll down to the Invisible (insert armor class here) Armors tab (there's a different category for each armor class, and also a misc one for things like Assault Gas Masks, Army Helmets, and my Invisible Hazmat suit), and then select the Invisible (insert armor name here). The invisible one will be identical to the one you just put in, down to the defense upgrade mod capability (polymer coating, studded leather, shadowed metal, etc), misc mods available (deep pockets, etc), and even legendary mods you can put on. It even gives you a little xp for crafting. Equip your brand new invisible armor, and enjoy!
WARNING: DO NOT PUT LEGENDARY ITEMS INTO THE CRAFTING STATION. You will lose your legendary gear and only get a generic one back. I couldn't find a way to transfer over the legendary mod, sorry. Also, another interesting... occurrence is that what you get back out will be random with whether it's a light, sturdy, or heavy variant. I couldn't find a way to control that either, so I do apologize for that.
The best part is, since this mod was made entirely from scratch, and doesn't modify ANY existing records, it should be conflict free.
And now on to Armor Modules. These are something I came up with while trying to find a way around the random variant crafting. I couldn't find one, so I decided to use these instead.
What is an Armor Module?
An armor module is simply an invisible version of a full set of one of the four armors I have invisible versions of. There are light, medium, and heavy variants. Each one takes up EVERY slot that a full set of that armor would take up. However, helmets are not included. Each variant requires one full set of the armor (whether it's light, sturdy, or heavy doesn't matter), and the medium and heavy variants also require a small amount of crafting materials. Also there is an Armorer requirement for each variant. The Armorer perk requirements are higher for Combat and Synth armor due to their superior nature. They can be found in the same tabs as their regular invisible armor variants.
How is this Better than Just Using Invisible Armors?
To make modules more appealing, each module is equivalent in weight to a full set of the armor (light, medium, heavy, etc). However, the Damage and Energy resistances are equivalent to their maximum strength material (ie the heavy combat armor module gives you 120 DR and ER, whereas a full suit of Heavy Combat Armor would only give you 101) WITHOUT the added weight of that better material. In addition to that, every module also has added SPECIAL bonuses and other stat boosts.
But it doesn't stop there. The modules can also be equipped with Legendary mods... and also misc mods! The modules have custom Misc mods that are equivalent to the ENTIRE set of armor having said mod. For example, the Deep Pocketed module mod gives you +60 carry weight (+20 for the torso, +10 for each limb), and the added weight of each piece having that mod. However, to make things fair, to craft that misc, I took the full cost of each upgrade and added it up. So each of those module mods has a material cost ALMOST equivalent to what you'd need to add the mod to each piece of armor. However, I added a 20% discount to the materials simply because some of them are just silly in cost. The perk requirements remain the same however (ie ultra light still needs armorer 3, lead lined needs armorer 2 and science 1, etc). I also created hybrid versions of the mods just so you wouldn't have to get pidgeonholed into using the same things over and over.
Made with Nifscope and FO4Edit.
INSTALL INSTRUCTIONS:
Use NMM, but also check to make sure the mesh went through.
Manual:
Use 7-zip to extract. Place the Invisible Armors.esp into your Data folder. Place the Invisible Armors folder into your Fallout4/Data/meshes/Armor folder. Activate the plugin either in game or your preferred mod program.
Hope you guys like the mod! Enjoy!