Armor And Clothing

Last updated for version `1.8.0-BETA-7`

*Main article:* Horizon Wiki

Armor and Clothing is one of the many overhauls introduced in Horizon. Most clothing can now be used with all Armor pieces (chest, legs, arms) simultaneously. Bags and backpacks can be easily carried over it. Furthermore, Armor and Clothing items have item mod slots that make sense and are based on appearance. The number of item mod slots has also been adjusted and exceeds that of vanilla FO4.

## General

Armor on clothing is more closely normalized, so that some clothing is not drastically overpowered over everything else. Most clothing can be used with all armor pieces (chest, legs, arms). Both armor and clothing have corresponding item mod slots that match the visual appearance. Exmaple: any helmet that uses the eye slot will also have an eyewear mod. Certain clothing items such as bandanas provide nothing and cannot be modded.

Pre- and suffixes like color, dirty, etc. now read as: *Bandana (Red)* or *Fedora [Dirty]*, to help find/read stuff easier.

Special and rare (pre-war) clothing has a low chance to spawn inside dressers and is worth some extra caps.

### Effects

All Vanilla FO4 clothing effects for Perks are disabled, which means it automatically balance player-crafted armor too. Most goggles and helmets that cover the eyes, have some fire resist now. Many other items give correspondingly logical effects.

### Naming

Horizon's default armor/clothing naming/tagging system is fully expanded. Every piece of vanilla/dlc armor and clothing will sort properly and have an appropriate icon (Icon Library). Many DLC items no longer use the DLC naming rules, as Horizon's default rules account for mostly everything now.

### Layers

The wardrobe system is extended. Armor is worn on top of the clothing base layer.

### Crafting

Armor and clothing parts have been altered and new parts have been injected to the system. The Tech Lab is necessary to craft different parts that allow to increase the defense values. These special parts can only be crafted in the Tech Lab, since these are skill-dependent, the player receives defense in the amount of his abilities.

Many Clothing upgrades are altered, to require Nylon, along with other changes. Nylon is primarily only found by scrapping leather armor and some types of clothing. Clothing upgrades are balanced. Upgrading sizes requires Tailoring skill. Upgrades use appropriate materials that actually fit their name.

### Scrapping

All armor and clothing is organized into better categories for scrap and all armor and clothing can be scrapped either using

* the Armor Workbench,
* the Field Scrapping,
* the Shredder.

Depending on the type of clothing and armor appropiate Components can be gained. Clothing gives Cloth, leather pieces give Leather, etc.

### Condition

#### Armor Condition

 Degraded
 Deteriorated
 Deteriorated
 Ruined

Armor conditions are displayed in the item's name the same way that weapon condition works. Conditions in the name are shortened if the optional short names addon has been installed. Much like Weapons, Armor can have various grade levels from "Degraded" to "Deteriorated" up to "Ruined". Ruined armor can't be equipped by the player. It still has resists though, so that NPCs gain some benefit before its considered ruined.

## Crafting Components

Tailoring and Metalworking has universal components that are used in some recipes.

### Base Components

* Ballistic Fiber Scraps - Can be converted to Ballistic Fiber. Combat Armor gives Ballistic Fiber Scraps when scrapped.
* Carbon Fiber - Various glasses give carbon fiber. Synth Armor gives Carbon Fiber when scrapped
* Mixed Alloy Scraps - Can be converted to alloys or used to repair PA. Varous Armor and PA parts give Mixed Alloy Scraps when scrapped.
* Nylon - Used for many clothing/armor upgrades. Leather Armor and some Clothing items give Nylon Threads when scrapped.

### Convertion

* 1x Ballistic Fiber can be crafted into 50 Ballistic Fiber Scraps, 20 Nylon, and 5 Carbon Fiber
* 100x Mixed Alloy Scraps can be crafted into Grade-1: 2x Steel alloy, 2x Aluminum alloy, and 1x Titanium alloy. Mixed Alloy Scraps can also be created (in reverse) by converting alloys.
* Cotton can be converted to Packing Material (no requirement) or Cloth (Tailoring 20).

### Materials

These parts can all be crafted in the Tech Lab (Materials). Crafted parts are (usually) only accessible through the crafting system, and must be made by the player. Crafting these parts also gives appropriate Skill Gains. These parts are a 1-way process, and can't be scrapped for raw materials for balance purposes. These parts can either be used in crafting recipes, or sold for caps.

* Crafted Ballistic Weave: Used as the base ingredient for ballistic weaves.
* Crafted Cleansing Unit: Used in a gas mask upgrade. Can either be crafted, or purchased on the Market Trading Terminal.
* Crafted Cloth Lining: Used in various clothing and armor upgrades (skill gains stop at 20.0 points).
* Crafted Leather Patch: Used in various clothing and armor upgrades (skill gains stop at 20.0 points).
* Crafted Polymer Plating: Used in various clothing and armor upgrades.

#### Ballistic Weaves

Weaves are reworked to make the upgrade process more flexible. "Crafted Ballistic Weaves" can be crafted via 4 different methods (any):

* Unlocking the recipe the standard way via the RR, which allows you to craft it with raw materials
* Converting an existing Mk1 loose mod item into 1 Crafted Ballistic Weave
* Obtaining rank 6 of "Recipe: Ballistic Weaponry" (which is from collecting magazines and guides)
* Obtaining "Settler Skill: Craftmanship 2", which is having your settlers help you craft it

Crafting the weave items requires Ballistic Fiber and other materials.

### Alloy Plating

These parts can all be crafted in the Tech Lab (Alloy Plating)". Alloy Platings are commonly used in both Power Armor and standard Armor to gain more protection. Occasionally these parts are used in other non-armor recipes too, e.g. more experimentation points (EP) in the ZX-1 Experimentation Lab.

 [Mid+]
 [High++]

The following table shows alloy plating grades 1 to 9. These 9 grades are split into Low, Mid+ and High++. Crafting cost per **Metal Alloy** Steel/Aluminum/Titanium displayed in the table, is equal through all grades. Additionally to metal alloys, Oil and Copper are also needed. In order to craft these parts Metalworking skill 10 is the minimum requirement. The higher the grade you craft is, the higher your skill gain per crafting action. Skill gain caps at 50 points in metalworking skill.

## Clothing

### Hazmat Suit

"Hazmat Suit" and "Hooded Cleanroom Suits" have been overhauled. Both provided 400 Rad resistance plus the built-in bonus of -50% rads. While wearing these suits, AP refresh is reduced by 90% and any armor is restricted to use. Both give a lot more scrap including 1 filter and 1 used filter.

### Gas Mask

All vanilla gas masks now have 2 new mod slots. The Assault Gas Mask covers the head, it also has a ballistic weave slot, and a headgear lining slot. All gas masks also cover the eyes, and have an Eyewear Mod slot. Gas Masks scrap into "Used Filters".

* Rad Filter : This slot can be upgraded 5 times (+30-150 Rad Resistance)
* Gas Mask Upgrade System: Advanced Rad Defender System

The 2 smaller gas masks no longer use the "Headband" slot, so they can be used with helmets like the stealthboy helmet. An invisible gas mask (mouth-only slot) can be crafted in the Tech Lab.

### Vault Jumpsuit Mk. II

A plain vault jumpsuit, without a number on the back, exclusive available in Horizon. It's a slicker-looking vault suit, available in 14+ colors and further customizable, which can be selected from a mod slot. The dirty dark blue color is the standard default color. It can be crafted in the Tech Lab (Equipment). 1 Jumpsuit Mk. II can be found in Vault 111 on top of some vault-tec boxes.

All npcs in Vault 81 will use the new jumpsuit in 4 different colors (which makes them look more appropriate), instead of the previous clean colors they had.

### Scarf

This scarf is extracted from Desdemona's outfit and has 16 different color mods to choose from. The default texture skin is the original texture from Desdemona's outfit. The colored versions retain some of the default scarf pattern. It can be crafted in the Tech Lab (Equipment).

### Shoulder Bag

This bag is extracted from the Postman's outfit and can be carried on top of any other clothing (uses slot: "54 - UNNAMED"). It can be crafted in the Tech Lab (Equipment). One of them can be found in Vault 111. It has 4 levels of carry weight upgrades. It can be colored in 16 different colors through a mod slot in any armor workbench. These use custom textures and palettes.

### Backpack

The Backpack is extracted from the Field Scribe's outfit and can be carried on top of any other clothing (Lower uses slot: "54 - UNNAMED", upper uses slot: "55 - UNNAMED"). It has 4 levels of carry weight upgrades. Backpacks can be equipped as a whole or split into lower and upper pack. It can be crafted in the Tech Lab (Equipment). Various tailors like Lucas (caravan vendor) and Fallon (DC) can sell packs.

The carry weight item mods offer 4 upgrades;1.8.0.BETA-1:208

* Upgrade 1 = +20 carry weight (+10 in strict mode), requires no skill (default)
* Upgrade 2 = +40 carry weight (+15 in strict mode), requires 20 Tailoring
* Upgrade 3 = +60 carry weight (+20 in strict mode), requires 50 Tailoring
* Upgrade 4 = +80 carry weight (+25 in strict mode), requires 90 Tailoring

## Clothing Table

The following table shows all outfits, cloths, apparel items included in Horizon with the corresponding icon (DEF\_UI). 0 values are not specified.

## Technical Issues

🌀 *The content below transcludes to Technical Issues.*
* When using a power armor (frame only), the "Vault MK2 suit" appears blue (default color). Added color item mods do not work in a power armor suit.

## See Also

* Armor Workbench
* Power Armor
* Power Armor Station