About this mod

Popularized by Borderlands and Halo, Recharging Shields Find Their Way into the Commonwealth! Features 4 Generic and 5 Unique/Legendary Variants With Custom Meshes, Textures, and Effects!

Requirements
Permissions and credits
Changelogs
General Information:
- Features 4 generic variants of shields to spawn on humanoid NPCs like Raiders, Gunners, etc. including DLCs.
- Features 5 Unique/Legendary shield variants which have unique abilities. These variants exist in limited quantity in the Commonwealth.
- Features HUD elements to show shield health and stats to the player, when a shield is equipped. The small shield represents capacity, the clock represents recharge delay, and the recycle symbol represents recharge rate per second.
- Shielded NPCs emit glow effects to signify damage has been absorbed by the shield.
- While recharge delays are pre-determined for each shield, shield capacity and recharge rates scale with NPC level, on top of the base stats of the shields.
- The generic variants of shields are named after their color rank and follow the pattern: White -> Green -> Blue -> Purple 
- In terms of pure stats, the Purple Shield is the best, however, Legendary shields yield very useful benefits.
- Shields can be found in story locations or can be looted from enemies.
- Lethal damage WILL bypass the shield and kill instantly. This is due to a technical limitation, but this also works as a balancing tool. The shield cannot protect if the wielder will die from the damage amount.
- Even if the shield has 1 health left, any non-lethal damage will be hindered completely. No leftover health damage is taken.
- A settings AID Item can be crafted in the Chembench under Utility to set HUD position, scale, and opacity.
- Shield textures vary from 1k to 2k.
- The shields are placed on the body by referring to Super Hero Bodies for males, and CBBE + Neto's Bodyslide Preset found here for females.

XBOX : Currently experiencing issues with porting, hopefully available in the future.

Legendary Shield Abilities:
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One Man Army: Created by the Institute, this shield will summon backup forces to fight for the wielder when the shield breaks. The shield needs to charge fully to be able to summon again. Backup forces range from Synths to Coursers, or even a surprise Deathclaw!
Ut Victoriam: Proudly engineered by the Brotherhood to ensure victory, this shield has an 80% chance to absorb any ballistic, plasma, or laser projectiles while active. Absorbed projectiles are added as ammunition to retaliate without mercy!
Will Of Freedom: Representing the necessity of Independence, Minutemen have worn this shield while fighting for Freedom. Upon breaking, this shield releases adrenaline increasing movement and reload speeds by 15% and doubling melee damage!
Duskwalker: Optimized by the Railroad, this shield will ensure a safe escape on Stealth Missions upon detection. Upon breaking, this shield will coat the wielder with a stealth field for a maximum of 15 seconds. The shield needs to fully charge before a stealth field can be deployed.
Mad Bomber: Injected with Atom's glory by the Children of Atom, this shield will gift its wielder 1% of Atom's power. Upon breaking, Atom's wrath will be upon any living by an atomic explosion centered on its wielder. Wielded believers shall not worry, as Atom will protect them. The shield needs to fully charge before Atom shall gift his powers again. 

Legendary Shield Locations And Special NPCs:
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One Man Army: Can be found inside the Institute, on the desk with Father's terminal. Also worn by Kellogg and Z2-47.
Ut Victoriam: Can be found on the table in the Prydwen near Maxson. Also worn by Maxson, Captain Kells, and the Mechanist.
Will Of Freedom: Can be found on the body of General McGann. Also worn by Quincy Gunner Captains Baker, Tessa, and Clint.
Duskwalker: Can be found on the top floor of Ticonderoga on a cupboard in the red room. Also worn by Glory, Desdemona, Carrington, and Tom.
Mad Bomber: Can be found on the barrel in the center of the Glowing Sea Crater. Also worn by Confessor Tektus, Mother Isolde and Zealots Richter, Theil, and Ware.

Installation: Install as any other mod through a mod manager.

Issues and Technical Info:
- The HUD or shield may bug out at times. If you notice this, either get hit by something or re-equip the shield.
- All shields start from 0 health on game start/loading a save. This is a technical limitation, as tracking through saves is quite complicated when the total amount of active shields at a time can not be known.
- Bypass of shield from lethal damage is because the shields do not stop the damage, they heal the damage using their own health. 
- Clipping will happen. Especially on heavily armored/big characters.
- The shields use the collision data of a Fusion Core. Do not place them on the floor in workshop mode, they will fall into the void.
- After installing mid-game, the legendary shields will be injected into NPC inventories. But if the NPC has been spawned before, they will not equip them instantly for some reason. I have read that they should equip them eventually, but i am not really sure. So a new game is recommended for the legendary shields to be equipped by their designated NPCs.
- The shields use Armor slot 51 (Ring). The unnamed slots cause the shields to not stick to dead bodies after NPC dies. You may use version 1.0.0 for slot 49 (Mouth) instead if you want.

Notes to Modders:
-The shields do not have Bodyslide files, as I do not know how to create them. Feel free to create and upload them in your own name, I will also link them here if any.
- Created using Fusion 360, Blender, Photoshop, CrazyBump, Outfit Studio, and NifSkope.

Recommendations:
This mod is designed mainly to increase the flow of combat, granting protection to attack head first. Letting enemies flee will also lead to their shields to charge. Due to this, fast-paced action-type load orders are recommended, but not a must of course. Also, this mod goes hand-in-hand with my Borderlands-Style Fighting Arenas mod, granting opportunity to test out the mod immediately.
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