Mix & Match Armor Pieces Mod (FO4 style)

preliminary files: https://mega.nz/#!jVUDmZhB!No_wGR8ZxNswBMY1tuASujtRRrA_N2fTrJeI6UF57Ms

Armor pieces are made to be worn separately on individual limbs, and so that different sets can be mixed and matched–or mismatched–however you want. It follows the well known principal of post-apocalyptic movies that wearing one shoulder pad is twice as cool as wearing two shoulder pads.

Armor is made of 5 main pieces: 1 vest, 2 leggings, 2 sleeves. These can be freely combined into one item, a suit, and then disassembled back to separate pieces. They go on the outer layer so they can be worn over normal clothing. For simplicity, sleeves and leggings are ambidextrous.

In addition to the suit there are helmets and boots, which are worn on the clothing layer. Boots are in pairs like normal. Helmets just cover the head so they don’t interfere with masks and eyewear, but some come with an optional faceplate/mask.

Elbow pads, arm guards, knee pads, and leg guards are worn over armor/jackets on the belted layer. Belted armor pieces have high defense and low encumbrance, but they can’t be fitted and have very bad coverage --between 15% and 40%. Belted armors are also suitable for oversized mutants.

Gauntlets are on the outer layer and are generally a lot clunkier than normal gloves.

Armor Sets:
Leather: basic set of leather armor. low crafting reqs.
Bone: leather armor reinforced with bones. survival req.
Metal: leather armor with rough plates of metal attached. fabrication req.
Chitin: cotton padding with chitin plates. good environmental protection. high crafting reqs.
Pyro: welded steel insulated with nomex. some utility items.
Tire: just shoulder pads, arm guards, and leg guards. pretty crappy and bulky.
Knight: gothic plate. pretty much the same but can be divided into pieces.
Chainmail: no crafting recipe. have to find pieces.
MBR: mostly unchanged. added sleeves and legs. added leather and chitin mod plates. can’t be crafted.
Junk: clothing set for characters with stylish trait. It’s a different kind of style though.
Other: a few miscellaneous items for fun. You can wear a string of Christmas lights as an arm guard. You can weld 12 gold watches into an arm guard. etc.

Armor Specs

armor encumb. cover. protection material/thick

–homemade–
leather 18(7)* 85% 12/12(15/15) leather 4
bone 22(12) 90% 12/15(15/19) bone+leather 4
metal 25(15) 85% 18/18(23/23) iron+leather 4
chitin 18(7) 80% 12/15(15/19) chitin+cotton 4
pyro 30(25) 95% 21/21(26/26) steel+nomex 4

–prefab–
knight 30(20) 95% 24/24(30/30) steel+leather
chainmail 20(10) 90% 18/18(24/24) iron 3
MBR 10(7) 85% 12/24(15/30) Kevlar 4

*normal(fitted&reinforced)

These numbers may change. A lot of the stats need to be tuned, especially weight, cost, and material components. Mainly I tried to balance encumbrance vs. coverage vs. protection. The goal is to have them all be different but still useful. If one armor sucks, no one will use it; and if one is fantastic, no one will use anything else.

Skill difficulty for homemade armor is set pretty low, so it’s feasible for a survivor to craft a set on day 1 or 2. Instead of needing one really high skill, most recipes require a few lowish skill levels in tailor, fabrication, and/or survival.

To cut down on the number of recipes in the crafting menu, gauntlets can’t be combined into a pair or separated into individual items; left and right gauntlets are made and worn separately. Similarly, making a gauntlet fingerless is a disassembly recipe instead of a normal one. Boots are always a pair because who wears different shoes?

Right now these are mainly crafting recipes for the player. I haven’t added them to many loot lists for places or NPCs. Due to some weirdness, the mod kills armor in mansions. Look for medieval armor in museums and pawn shops.

Encumbrance penalties are summed. Rounding errors mean that 20 penalty on one leg can be worse than 10 on each leg, but other than rounding, there is no difference between 10+10 and 20.

Splitting up can’t be done with jsons alone.

Though leg, arm and hand penalties are quite low alone so when you have 10 + 10 enc total it is kind of par with having 10 enc on torso (ie. 0,3 reduction to dodge on legs).

[quote=“Coolthulhu, post:2, topic:11052”]Encumbrance penalties are summed. Rounding errors mean that 20 penalty on one leg can be worse than 10 on each leg, but other than rounding, there is no difference between 10+10 and 20.

Splitting up can’t be done with jsons alone.[/quote]

Technically it should be simple enough. For example.

  },{
    "type" : "recipe",
    "result": "gloves_work",
    "id_suffix": "uncraft",
    "category": "CC_NONCRAFT",
    "subcategory": "CSC_NONCRAFT",
    "difficulty": 0,
    "time": 100,
    "reversible": true,
    "autolearn": false,
    "components": [
      [ [ "glove_work_left", 1 ] ],
      [ [ "glove_work_right", 1 ] ]
    ]
  },{

This assumes that the two items listed are modded in. Also, I can’t recall if “left hand only” is a body part coverage option. I know that “right hand only” is a option thanks to the Thriller.

Ignoring handedness and making it return 2 gloves that each have the recently-added “either hand, can switch them” option would be the alternative.

I decided to skip combining and splitting gloves. Creating recipes for a pair, disassembly, left, right, and then fingerless versions of one type of glove just cluttered up the crafting menu. Instead I left existing gloves alone and made gauntlets separate left and right items.