New equipment overhaul (NEO) - Armor and clothing adjustments (updated)

by DankRafft·v3.1.3·Updated 2026-10-05

Modify armor and clothing in a lightweight way. Several functional headlights have also been added.

Screenshots 8 screenshots

About this mod Machine translation

Modify armor and clothing in a lightweight way. Several functional headlights have also been added.

Original address:

Updated on October 2nd:

Version 3.1.3

Pack the loose files into a BA2 compressed package. Since the latest version supports a large number of BA2 archives, this should be a more efficient approach in the long run.

You can also put loose files with the extension Synth Uniform Distribution into BA2.

Chinese address:

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This mod is one of a series of complementary but independent mods that can be used individually:

[ Equipment and Crafting Overhaul (ECO) ] -|- [ L egendary Effect Overhaul (LEO) ] -|- [ New Equipment Overhaul (NEO) ]

This mod can be considered the successor to my previous mod Armor and Clothing Overhaul (ACO), which was a lightweight alternative to some heavy equipment overhauls. But it differs from an ACO in several ways. Some of these are improvements over ACO, others are features implemented in different ways.

The mod is divided into separate parts and you can choose which features you want to include. Every part of this mod is optional.

This module contains

Make individual armor components invisible, i.e. prevent penetration. This option can be found in the paint slot.

A variety of helmets are equipped with functional headlights, including combat armor helmets, Marine armor helmets, medical goggles and Tinker headgear.

Enables armor stacking on vanilla items so you can stack multiple pieces of armor at the same time. Generally this means that you can now combine any "lingerie" type of armor (clothing), such as dresses, costumes, overalls, etc., with any single element armor (leather, metal, combat, synth, etc.). Want to wear your favorite dress but don’t want to let your guard down? Want to wear a mask, necklace, glasses, and other gear at the same time as a helmet and other armor? Now you can.

All vanilla clothing (underwear) gear has a ballistic weave slot to bring it in line with its replacements. Once you unlock the ability from the Railroad questline, you can apply Weave to them as normal.

The four exceptions to this headgear (shabby fedora, green rag hat, newsboy hat, and trefoil hat) were removed for their ballistic weave grooves, which were inconsistent with other headgear, even within the same type of headgear (such as a worn and frayed fedora). Also, it doesn't make sense that only a handful of relatively small pieces of gear can have nearly the same damage reduction as a full, full-body suit with ballistic weave. If you want it back, ECO can be used to apply ballistic weave to any item of your choice.

Some garments that did not have woven attachment points and/or were not previously considered inner armor are now considered so, but with base attributes reduced to make up for the extra strength and utility.

Nick Valentine is able to wear a variety of ordinary clothing.

All vanilla items use the instance naming convention (INNR), so more information about an item's properties is translated directly into its name.

Two new material options for synthetic armor: High Reflective Coating (higher energy resistance) and Shadow Material (stealth bonus) + if you use the NEO or ECO optional Extended INNR plugin, use the corresponding INNR rules.

New paint options for Combat, Leather, Metal and Synthetic Armor: All new options are available in vanilla paint slots - which are also the paint slots for Creation Club paints - and reflect the colors and textures used for material options, allowing you to choose visuals independently of attributes

Synthetic armor materials (old and new) have new colors: high-reflective coatings have a metallic look, shadow materials are black/dark, microcarbon and nanoalloy materials are (shiny) white, and the rest (laminated and resin materials) retain the original/default colors.

Two new synth armor material options have been integrated into the Synthetic Armor mod set, giving NPCs a chance to spawn with the use of these materials.

New, improved …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. 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.

File & checksum

Filename
Extension - Synth Uniform Distribution 65761 1 2026-10-02T13-19Z M3Bb7ay2C.zip
File size
62.4 KiB
SHA-256
4c4bc2dfa4b3a98e8c9d9fbcaadcfb0de2c692b58c81c1c42f50cf29f4ce3b2d
Stored at
2026-10-10 12:31