Guide/Patching Armor And Clothing

Last updated for version `1.8.0-BETA-7`

*Main article:* Armor And Clothing

## General

1. Compare a Horizon item and a Vanilla FO4 item. There is an example of almost every possible combination of headgear and armor.
2. Don't go overboard, make it immersive!
3. Just because your adding a new item doesn't mean it needs the best stats. If it's big a bulky give it weight, but give it some extra defenses as a trade off.

## FO4EDIT

Its important to know that you can;

1. Select multiple items of the same category by holding shift or control
2. Once your items are highlighted, right click,
3. Choose compare selected items,
4. Drag and drop changes from the Horizon item to the item you want to patch.

### Keywords

* `KSIZ` – Keyword Count
* `KYWD` – ?
* `KWDA` – Keywords
* `dn` – dynamic naming, Icons that appear next to the name in-game. These are tied to a master keyword such as `<dn_Clothes>` which is tied to the plugin: `Z_Horizon_Optional_ShortNaming.esp`
	+ Location: `Z_Horizon.esp \ Instance Naming Rules \ <dn_Clothes>`
		- `INNR` – Instance Naming Rules
* `ma` – Mod Association / Mod Armor [*citation needed*]

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 used for standard clothing and armor linings that add things like Fire Resistance, Cryo Resistance, etc.

### Models

* `INDX` – Addon Index
* `MODL` – Armor Addon

#### Addon Folder

Make sure to look in the armor addon folder (e.g. Fallout4.esm \ **Armor Addon** \ <Armor Item>), some armors refer to this and you need to delete any reference underarmors or armors there as well so its just `33 - BODY`.

* Delete `[U] L Arm`, `[A] L Arm`, ect.
* If the armor has gloves it's ok to keep `L hand` and `R hand`.

Delete any underarmor slots or armor slots used.

* `[U] Torso`
* `[U] L leg`
* `[A] Torso`
* `[A] L leg`

You'll want to leave `L hand` and `R hand`, this is for outfits that use gloves.

### DATA

#### Value

If its craftable, keep it low. Like 10-20. You dont want anyone to profit from your armors!

Keep crating requirement resources low. Some mods make armors take e.g. 8 leather and ballistic fiber etc. Use 1 leather, 1 adhesive maybe some steel and rubber depending on what it looks like and 10-14 cloth.

If its a unique one found in the game world that you can't craft it's not a big deal, as long as it's reasonable like 100 or so.

### FNAM

`FNAM` –

* `Armor Rating` –
* `Base Addon Index` –
* `Stagger Rating` –

### DAMA

Armor can have various damage resistance (DR) scores;

#### Resistance

* `Damage Type` – `dt` or `[DMGT]`
* `Value` – how much resistance

Use the weight of an armor as a guide. If it weighs more, it gives more defense. That way taking a lighter armor gets a bit of a trade off and a reason to use it.

* Take a max of 20 points and
* no more than 10 in a stat.

That is for clothes that weigh a lot, like 10-12 pounds. So like 10 damage, 5 energy, 5 rads. If its just a simple outfit like a shirt and jeans, take 0 defense but give it 1 or 2 weight.

### Object Template

`OBTE` – Object Template

At the bottom is `OBTE`, copy this over as its needed for the dynamic naming system. (dn\_armor\_Casual or `dn_armor_Rugged` ect...) so the symbol (type) shows up on front of your items name.

### Enchantment

Delete, unless its adding some unique effect to the armor, like the chinese stealth suit. Its believed to be disabled. Eyeglasses still get a perception bonus. Refer to one of Horizons eyewear items and use that one instead, its believed to be different.

## Head

The following `BOD2` slot allocations per armor item are examples copied from Horizon's logic. Not all allocations per armor item need to be set.

### Helmets

Make sure helmets don't use the `46 - Headband` slot. Delete that because masks use it, that way all helmets can be used with masks.

This area also sets up backpacks to come with its appropriate upgrade(s) or else they wont have any to start. This area sets up any default properties a piece of armor might come with when you first pick it up.

### Mask

If its a mask see if it covers the head or eyes. It needs the appropriate `ma` and `ap` keywords so it gets all its appropriate addons. A mask only covers the mouth gets only a mask upgrade but one that covers the eyes and mouth gets a mask upgrade and eye upgrades.

## Backpacks

`BOD2` - Biped Body Template
 `55 - Unnamed` |  |  | ✔️

Look at the back of an outfit, see if it comes with a backpack. If it does its ok to give it it's own built in backpack slots.

Backpacks take up the lower and upper slots. (54 and 55). This is not a “set rule” and an author can use any slot they wish. Its common for authors to use slot 58. You cant always change this in the armor addon folder (it will go invisible when you wear it), so just add slot 54 or 55..or both to the backpack. Its ok to use multiple slots at the same time, all that might happen is an accessory that might use slot 58 wont be compatible which is pretty rare.

## Developer Notes

* The game may have problems showing which locations are covered by an outfit/armor and location specific DR. Some armor pieces shown misleading data, the total DR of the outfit is divided across several body parts. E.g. an Outfit's DR is spread across both arms and legs and chest. When modded with a ballistic weave up to X DR, the DR is spread across 5 locations. So X/5 DR added to each location/piece. Then put on an armored fedora tricked out to X DR. It all applies to the head, so you'll see head ballistic DR X.

## See Also

* Armor And Clothing
* Guide/Patching NPCs Armor And Clothing
* Guide/Modding Horizon
* TES5Edit on GitHub
* FO4EDIT on NexusMods

## References

1. ↑ https://www.nexusmods.com/fallout4/mods/17374/?tab=forum&topic\_id=6350551
2. ↑ https://www.reddit.com/r/FalloutMods/comments/53glxa/comment/d7tkk51/
3. ↑ https://respawnfirst.com/how-to-modify-armor-in-fallout-4/
4. ↑ https://steamcommunity.com/app/377160/discussions/0/1480982971161365980/#c1480982971161505563