Armor paint expansion (Chinese update)
Lightweight extension suitable for various load orders. Provides additional materials and paint options for all base game armor.
Screenshots 8 screenshots
About this mod Machine translation
Lightweight extension suitable for various load orders. Provides additional materials and paint options for all base game armor.
Updated Chinese address on May 18th:
*Featured in the Dank Suite mod collection. If you're interested in using my other completely separate and highly compatible mods, check it out. *
This can be considered a continuation of my (original author DankRafft, the same below) Synth Armor Extended, but with some extra content.
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All included plugins (main and optional) carry the ESL logo. Therefore, they do not count towards your ESM/ESP plugin limit.
All plugins are bundled in a convenient FOMOD installer that can be used with any mod manager.
The main plugin has the following functions:
2 new material options for synthetic armor: High Reflective Coating (better energy resistance) and Shadow Material (stealth bonus)
New paint options for Combat, Leather, Metal and Synthetic Armor: All new options are available in vanilla paint slots - also used by Creation Club paints - and reflect the colors/textures used by their material options so that you can choose visual effects independent of their attributes
New colors are used for synthetic armor materials (old and new): metallic textures for high-reflective coatings, black/dark for shadow materials, (shiny) white for microcarbon and nano materials, while the rest (laminated and resin materials) remain in vanilla/default colors.
Two new synthetic armor material options are integrated into the synthetic armor mod collection so that NPCs have a chance to spawn with them applied.
If you have the optional "Extended INNR" plugin for ECO Redux or NEO installed, two additional naming conventions (containing the names of the two new synth materials) will be injected into ECO/NEO's INNR when you first launch the game after installing this mod.
The optional Black Synth Armor plug-in does the following:
All instances of the default/vanilla synth armor color will be replaced with black/dark.
The optional INNR plugin for Complex Item Sorter users does the following:
Contains complex material sorter (CIS) user-modified rule set sequence. Only required if you have ECO Redux or NEO installed, including one of their extensions INNR, and plan to use CIS.
CIS places its tag category in front of all original rule sets, thereby moving the original rule set down one. This little plugin adapts to this and moves the rules it injects down one so that the other rules are in the correct position again.
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Compatible with everything. The only thing that might conflict is the part that makes NPCs sometimes spawn with the two new synth armor materials. However, you won't see these two new materials by default, and you can still switch to them manually.
When it comes to compatibility of optional plug-ins included with the installer, please refer to their descriptions in the installer.
This mod should be fully compatible with FO4 VR as I made sure its older engine can fully load the plugin. However, some feedback from VR users would be greatly appreciated.
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Is it possible to update from your synthetic armor expansion to this during gameplay?
The plugins for this mod differ significantly from the other one in plugin name and content. If you replace Synth Armor Extended with APE, the engine will think SAE is uninstalled, which may break existing Synth Armor parts. If you want to take the risk, just uninstall SAE and install APE.
Is it possible to apply this mod on top of Synth Armor Extended?
It's possible, but that brings up a problem: this mod already includes everything Synth Armor Extended has to offer. If you run both mods at the same time, you will have the synthesizer material/paint options available twice.
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Enhanced vanilla armor and clothing
Synthetic people evenly distributed
Dark Synth Uniform
Dark Academy Weapons
Gloomy Academy Overhaul
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.