Extra Apparel Effects (SPID)

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Vergil65

(Please read the 'Notes' section as well.)

This mod uses the Spell Perk Item Distributor mod to add a perk to human, synth, and ghoul NPCs, while the perk is added to the player via a script. It checks for the following apparel equipped and provides the listed bonuses (remember that the vanilla game has power armour ignore any outfits beneath):

  1. Army, Dirty Army, Military Fatigues: +20% Ballistic weapon damage. (The boost comes from wearing any one of these outfits.)

  2. Athletic Outfit, Baseball Uniform: +30% Baseball bat damage.

  3. Atom Cats Jacket and Jeans: +30% Critical hit damage.

  4. Black Vest and Slacks, Suspenders and Slacks: +30% Automatic weapon damage.

  5. Brotherhood of Steel outfits: +20% Energy weapon damage.

  6. Chase's Uniform: +20% Ballistic weapon damage. +5% Scope stability.

  7. Child of Atom outfits: +30% Radiation weapon damage.

  8. Coastal Armor, Fisherman's outfits, Longshoreman Outfit: Attacks on sea creatures ignore 30% resistance.

  9. Colonial Duster, Minuteman Outfit: +30% Laser Musket damage.

  10. Courser Uniform: +20% Energy weapon damage. +5% Scope stability.

  11. Disciple clothing: Melee and unarmed attacks ignore 30% resistance.

  12. Field Scribe's Armor: +20% Energy weapon damage. +30 Carry weight.

  13. Gunner outfits: +20% Ballistic weapon damage.

  14. Hunter's Long Coat, Hunter's Pelt Outfit, Trapper Leathers: Attacks on animals ignore 20% resistance.

  15. Marine Wetsuit: -10% Movement noise. +10% Stealth while in shadows.

  16. Mechanist's Armor: -20% Damage taken from robots. +20% Energy weapon damage.

  17. Minuteman General's Uniform: +30% Laser Musket damage. +10% Energy weapon damage.

  18. Operator outfits: Lockpicking and pickpocketing are 20% easier.

  19. Postman, Dirty Postman Uniform: +15 Carry weight.

  20. Raider outfits (e.g., Harness, Leather Coat, Long Johns, Raider Leathers, Road Leathers, etc.): +10% Ballistic weapon damage.

  21. Railroad armoured coats: +20% Heavy weapon damage.

  22. Synth Uniform: +20% Energy weapon damage.

  23. The Pack outfits: -20% Melee and unarmed damage taken. +20% Melee and unarmed damage.

  24. Traveling Leather Coat: +30 Carry weight.

  25. Vault-suits: +20% V.A.T.S. hit chance.

  26. Wastelander outfits (e.g., Cage Armor, Drifter Outfit, Explorer Outfit, Padded Blue Jacket, etc.): +20% Pipe weapon damage.

  27. Western outfits: +30% Non-auto pistol damage.

  28. When wearing power armour (even if just the frame): +100% Scope stability. +100 Carry weight.

  29. When wearing a full set of power armour (can be any pieces, but must cover all slots): Immune to poison damage.

Keywords:

This mod usually checks for the vanilla apparel. However, if you want to use certain effects with custom outfits (or any other outfit), you should create the relevant keyword in the Creation Kit and add it to the outfit you want.

Here are the keywords used to apply the effects of the above list.

  1. ArmorTypeMilitary.

2) ArmorTypeBaseball.

3) ArmorTypeAtomCats.

4) ArmorTypeMobster.

5) ArmorTypeEnergyBoost.

6) ArmorTypeMilitary for the ballistic effect. ArmorTypeCourser for the scope effect.

7) ArmorTypeChildofAtom.

8) ArmorTypeCoastal.

9) ArmorTypeMM.

10) ArmorTypeEnergyBoost for the energy effect. ArmorTypeCourser for the scope effect.

11) ArmorTypeDisciple.

12) ArmorTypeEnergyBoost for the energy effect. ArmorTypeBigBag for the carry weight effect.

13) ArmorTypeMilitary.

14) ArmorTypeHunter.

  1. ArmorTypeMarineStealth.

16) ArmorTypeMechanist for the robot-defence effect. ArmorTypeEnergyBoost for the energy effect.

17) ArmorTypeMM for the Laser Musket effect. ArmorTypeMMG for the energy effect.

18) ArmorTypeOperator.

19) ArmorTypeBag.

  1. ArmorTypeRaider.

21) ArmorTypeRRHeavy.

22) ArmorTypeEnergyBoost.

23) ArmorTypeThePack.

24) ArmorTypeBigBag.

  1. It checks for either the keyword ma_VaultSuit from the base game, or my ArmorTypeVaultSuit keyword.

  2. ArmorTypeWastelander.

27) ArmorTypeWestern.

28) Doesn't use custom keywords. Just checks for ArmorTypePower. 

29) Checks if you have at least 7 ArmorTypePower keywords from your worn apparel.

Notes:

Initially, I wanted to edit the object effects (or 'enchantments') on the outfits themselves. This would've made it easier to see the bonus effects in the Pip-Boy, but would've been a nightmare for compatibility. So I decided to use SPID instead (amazing mod, really).

EAE doesn't edit the armour and their object effects, which means it's compatible with pretty much any mod which does. It works by applying a perk which has many conditions to check and apply the bonus effects where needed, both on the player and NPCs.

I wanted to add disease-immunity to power armour, but diseases use a long and complex scripting-system. So I decided to leave it.

The list of effects can be found in-game on the Extra Apparel Effects List note, which can be crafted at a chemistry station under 'Utility'.

Remember to install the SPID mod if you want the effects to affect human, ghoul, and synth NPCs as well. Otherwise, the perk will only be applied to you.

This mod works well with my other modSPECIAL Weapons.