Ballistic Weave (Just to Nit-Pick)

Post » Sat Dec 05, 2015 3:31 am

List of clothing that isn't available for the option but should be in a patch:

Spoiler

Outfits:

Athletic Outfit

DB Varsity Tech Uniform

Explorer Outfit

Flannel Shirt and Jeans

Gunner Guard Outfit

Lettermen's Jacket and Jeans

Minutemen General Uniform

Radstag Hide Outfit

Road Leathers

Undershirt and Jeans

Headgear:

Assault Gas Mask

Formal Hat

Gas Mask with Goggles

Grey Knit Cap

Mascot Head

Minutemen General's Hat

Pompadour Wig

Sea Captains Hat

Silver Shroud Hat

Tinker Headgear

Ushanka Hat

Worn Fedora

Military Cap

List of Clothing that is available for this option:

Spoiler

Outfits:

Agatha's dress
Army fatigues
Atom Cats jacket and jeans
Baseball uniform
Bathrobe
Black vest and slacks
Casual outfit
Checkered Shirt and Slacks
Child of Atom long rags
Clean blue suit
Clean grey suit
Clean striped suit
Clean tan suit
Courser uniform
Dirty army fatigues
Dirty black suit
Dirty blue suit
Dirty gray suit
Dirty Postman Uniform
Dirty tan suit
Dirty striped suit
Dirty trench Coat
Faded trench coat
Farmhand clothes
Father's Lab Coat
Fatigues
Feathered Dress
Greaser jacket & jeans
Green shirt and combat boots
Hooded rags
Lab coat
Laundered blue dress
Laundered denim dress
Laundered green dress
Laundered loungewear
Laundered pink dress
Laundered rose dress
Longshoreman outfit
Lorenzo's Suit
MacCready's Duster
Maxson's battlecoat
Mechanic jumpsuit
Military fatigues
Minuteman outfit
Pastor's vestments
Patched three-piece suit
Postman uniform
Ratty skirt
Red dress
Red Frock Coat
Reginald's suit
Red Leather Trench Coat
Rex's Suit
Sequin dress
Submariner uniform
Summer shorts
Surveyor outfit
Suspenders and slacks
Sweater vest and slacks
T-shirt and slacks
Tattered rags
Tuxedo
Utility Coveralls
Yellow trench coat

Headgear:

Newsboy Cap

Trilby Hat

Battered Fedora

Green Rag Hat

The point of this post: More variety on this option.

These are all woven clothing items that can be easily woven with ballistic fibers but aren't able to which doesn't make much sense, as some of these clothing items look alike or look just as light as the ones that ARE available to.

This CAN be a mod easily with the geck, but seeing how this seems (to put it lightly) just a miss-step should just be in a upcoming patch. There's isn't a reason really for this NOT to happen.

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Sarah Unwin
 
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Post » Fri Dec 04, 2015 8:43 pm

Woahkay, I'm not sure *any* headgear should be compatible with Ballistic Weave, because currently it's really broken to be able to stack those or get 100+ DR from a damn hat. Unless they made a significantly weaker version just for headgear, which I'd be all for.

The rest, yeah, you're on point.

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*Chloe*
 
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Post » Fri Dec 04, 2015 1:57 pm

I can agree on that.

This is really easy to do though. Tbh.

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Lori Joe
 
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Post » Fri Dec 04, 2015 5:03 pm

Agree, a bit more functionality to the garment modifying would be sweet. If the armor bench allows you to do as many things as it does in the game, then it should also allow you to make changes to virtually any garment.

An example: a military cap gives +1 perception (as do baseball cap and a number of other headgear).

A combat helmet does not. Seems like it should be possible to take a military cap (or baseball cap or whatever) and integrate it into a combat helmet and (at the cost of some materials and/or some possible degradation to the other features of the combat helmet) "make" a +1 PER Combat Helmet.

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Davorah Katz
 
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Post » Sat Dec 05, 2015 12:11 am

Yes. Totally. I also think this. I don't understand also why the option to customize these armors weren't in the game to begin with, without ballistic fibers.

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Stephanie Kemp
 
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Post » Fri Dec 04, 2015 3:48 pm

It definitely doesn't add much of a variety, but there are 2 more hats you can weave than the ones you listed. This is more of an fyi than anything else. I'm not familiar of how to do the spoiler tags, so I'll leave it up to you to look them up if you're curious.

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Kelsey Hall
 
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Post » Fri Dec 04, 2015 4:52 pm

Forgot to add the tid-bit about the list being found items so far. I'll hop to it.

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Laura Tempel
 
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Post » Fri Dec 04, 2015 2:56 pm

I would guess that, one of the reasons there are some reins on crafting a this early stage is that the crafting system in Skyrim was far too open-ended for it to be balanced with the rest of the game design. Sure, it was way cool that you could make lots of stuff from scratch, and then as you leveled up make virtually anything . . . but because of so many other aspects of the game, the consequence of going on crafting sprees was that it could either make your character Godlike or underpowered, depending.

I have already found myself using the crafting system to level up in a somewhat "gamey" manner, but thankfully the maths they have set up are fairly tough when it comes to this, and this combined with the relatively limited materials for crafting means that it is not nearly as vulnerable to abuse as crafting was in Skyrim.

This in mind, I can see why they have erred (at least initially) on the side of limiting what can be crafted. There are certain items in the game that are pretty readily available and of otherwise fairly low value (long johns, raider leathers, road leathers, basic civilian garments) and if all that stuff were "craftable" it would make it far too easy (and too tempting for some of us) to abuse and level up incessantly.

Possible solutions:

1. Crafting of anything that is not presently craftable nets zero (else for say a 12 INT character) 1XP. That would nerf its vulnerability to abuse.

2. Make the monetary value of such combined or enhanced stuff relatively slightly increased by modding.

3. Make the material costs reasonably high. Adhesive seems to be one of the more scarce commodities, so for example: To combine a helmet with a +1 PER cap materials might be something like: A. the two items; B. 2 adhesive; C. 2 Leather; D. 2 cloth; E. 1 steel (rivets, buckles, etc.); F. one plastic.

4. Make such combined crafting available only with one or two perks in the appropriate perk paths (e.g., Armorer 1 and Scrapper 1 for armor versus Gun Nut 1 and Scrapper 1 for ranged weapons and/or Blacksmith 1 and Scrapper 1 for melees.

5. Always cause some mild degradation of the primary items in the combination. For example adding a +1 PER fabric cap to a helmet might cause its ballistic or energy protection value to drop by 1 or 2%.

I haven't thought through if these ideas are really appropriate to the weapons, but for the armor this sort of thing would be neat.

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Nims
 
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Post » Fri Dec 04, 2015 12:22 pm

i say do it ballistic on headgear , if you can get a 1800 DRM on power armour i dont understand why you shouldnt get a 100/200 on a set of clothes ...

beth should known that looks are very importand too a majority who play theyre games

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Baby K(:
 
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Post » Fri Dec 04, 2015 9:18 pm

See the eraser on the top row above the B I U S? It's in the option on the icon to the right of the eraser. Or just use the tags [spoiler ]Text here[/spoiler ]. Just remove the spaces after spoiler.

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Luis Reyma
 
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Post » Fri Dec 04, 2015 11:43 pm

I would like to see the

Spoiler
vault suit(s)
added to the list that should be able to receive the ballistic weave.

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Irmacuba
 
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Post » Sat Dec 05, 2015 1:27 am

I would like to see them. The tag is [ spoiler ] [ /spoiler ]. Never found them myself.

OP: You missed a fair few. Like

Spoiler
the Colonial Duster (hi, Preston) and the Shroud main outfit.

There is a mod (several, really) that adds weave to every outfit, basically, and removes the layering restriction. Quick and dirty, but it works. Now with the GECK it might be given a more... realistic version at some point that doesn't have literally every bit of clothing in the game (ballistic harness and visor, because why not!). Would be nice if they didn't have to, though.

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Hussnein Amin
 
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