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PhoenixKnight13 Ardent117Uploaded by
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About this mod
This patch modifies and expands Ardent's Exo Frame mashup, with permission given by Ardent117 to re-share. Original file is hosted for free on an external site for Nexus ToS reasons. No file assets are hosted here, only my patch files.
- Requirements
- Permissions and credits
- Changelogs
-02-06-25- Update v1.2 releasing soon! (WiP)-
This project started out as a simple personal-use patch to have an alternate option for Power Armor, but has since matured into a fully refined PA alternative!
I'm not a big fan of power armor in FO4. I feel that while there are some great things about it, and even more great mods that improve upon the system (Better PA Redux or its' predecessor, Bastion, are the main ones I recommend, plus the host of amazing custom PA armor mods such as the X-02 and X-03)... I'd still prefer to not use it unless absolutely necessary, such as high-rad zones where all the big beasties live. It's not like back in the old days of Fallout, when your character was a sprite and being in a PA suit was the most badass thing around. Now I'd rather look at my character herself, otherwise why have all these beautiful mods to wear?! Anyways, rant aside, I've received so many PMs requesting a copy of Ardent's mashup from an old post on the Nexus I thought this would make a good project to release to the community. Word of warning however; this takes some setup and pre-reqs. If you're new to modding you might want to dig into some intro/modding-101 type videos first, as you might need to mess around in FO4Edit. This is a labor of love for me, I won't consider it finished until it's as bug-free and functional/lore-friendly as possible. Any and all suggestions/testing/support from the community toward that end are appreciated!
Core Mod Features -
The Exo Frame, or [Marine] USMC "Atlas" Exo-Frame as it is in-game for anyone looking to console cheat one in (FExxx801 depending on your load order), is a very diverse piece of equipment and has numerous slots for you to modify as a modular solution to situational combat environments. I've re-designed the original module system and added Power Chips as a means of activating additional functionality that isn't normally available outside power armor in vanilla. The modules are designed to work together in pairs based on your situation, allowing for swaps that play off each others strengths. For example pairing Adaptive Sprint with Strength, or Power with Speed, or Guard with Agility, and so on. Update notes list complete details for each module, keep in mind that Speed = Adaptive Sprint + Agility modules + raised values, and Power = Strength + Endurance modules + raised values (allowing for maximising all 4 lower tier module buffs into one offensive-focus setup). My modular system also includes miscmods attached for each mod to make swapping easy, and will be updated for a chem activation to swap module activations on the fly in a future update. There is also an inactive slot for each module for players that only want the Exo for more cosmetic reasons... I'll release a patch to strip all buffs if there's enough demand, that way it will be usable purely for visual effect and screen archery.
The core systems are as follows :
Upper Module - Representative of the torso section of the Exo, this will impact your arm strength, upper body agility, as well as numerous features for carry weight, increasing overall endurance, AP regeneration, reload speed, offensive and defensive capability, and more!
Lower Module - Representative of the lower leg portion of the Exo, this will impact your speed, sprint ability, jump height, fall damage mitigation, and also incorporates various defensive and offensive functionalities.
Stealth Modulator - Various harmonic and kinetic balances to increase stealth capabilities.
All modules illustrate full enhancements listed in their description in-game, but just in case...
Upper Module - Strength : Enhances Strength +2, Carry Weight +20, Unarmed and Melee Damage +10.
Upper Module - Agility : Enhances Agility +2, reload speed +25% (mimicking the reload aspect of Rapid legendary), ADS movement speed +75% (mimicking Nimble legendary), and AP regen +6 (equivalent to the PA Kinetic Servos buff).
Upper Module - Endurance : Enhances Endurance +2, Max AP +10, Carry Weight +20, and AP Regen +3
Upper Module - Power : Incorporates all buffs from Strength and Endurance modules. Increases the carry weight bonus to 30lbs and Max AP to +15, adds Stagger rating to all melee/unarmed attacks (equivalent to Super Mutants and Yao Guai).
Lower Module - Adaptive Sprint : Max AP +10, AP Regen +3, Increased movement speed +10, AP Regen +2, and a reduced Sprint AP cost equivalent to the vanilla Custom Fitted mod.
Lower Module - Fall Kinetics : Doubles jump height while also reducing fall damage by 50%.
Lower Module - Guard : Adds +15 Energy Resistance, +15 Radiation Resistance (Exposure type), doubles chem duration (equivalent to the vanilla BioCommMesh armor mod), Reduces incoming Staggers by 1 (equivalent to the vanilla Pneumatic armor mod), and adds an AP regen when taking rads (equivalent to PA Piezonucleic Lining buff)
Lower Module - Speed : Incorporates all buffs from Adaptive Sprint and Agility modules. Max AP raised to +15, AP regen raised to +5, Increased movement speed +20, Agility raised to +3, Added Kinetic Overpower beta test which temporarily increases movement to +30 in 5-second bursts every time active block is used (refreshes if you continually use it).
Stealth Modulator Tier 1 - Sound Dampener : Adds the Muffled enhancement to your stealth field, reducing noise levels making you harder to detect.
Stealth Modulator Tier 2 - Enhanced Kinetics : Adds the Custom-Fitted enhancement, raising movement speed while sneaking.
Stealth Modulator Tier 3 - Optimized Harmonics : Adds both buffs from Sound Dampener and Enhanced Kinetics combined.
Power Chips - These chips can be equipped to the Exo Frame similar to cybernetics, offering enhancements to your tactical functionality through a Stealth Field mimicking Chinese Stealth technology, an active HUD targeting system, and a Recon targeting system for compass pip. Power Chips only function while wearing the Exo and are separate from the original Sirius armor chips (you can use both separately, Sirius chips will have no effect on the Exo buffs).
The base Exo itself has numerous buffs and mod slots added for the AWKCR version that will eventually be ported over to the vanilla version so everyone can benefit. Mods include Armor Add-Ons (vanilla misc mods like Ultra-Light, Strenghtened, Shielded, etc), Armor Weight (Light/Medium/Heavy equivalents to Combat Armor class upgrades allowing for armor-specific buffs such as Shadowed Armor, in addition to raising defensive values through upgrades), Base Carry Weight & Bonus Weight modifiers. Lastly, vanilla Ballistic Weave and Legendary slots are present on both versions.
If using ECO Redux you can also add most of these functions through the Armor Options expansion at the bench. This means you can have two separate sets of some mods present if using AWKCR version *and* ECO Redux together as they are compatible. This allows for things like doubling up on Ultralight buffs if you really need it that badly lol, or mixing mods like the Asbestos catch-fire immunity with Ultralight or others. I make sure to run an Asbestos mod somewhere on my player and followers at all times to avoid the fire screen bug. You can still die to fire damage easily enough, but this prevents the screen bug that makes fire appear everywhere.
Two plugin flavors are included; one vanilla and one AWKCR / AE version (with added mod slots for Armor Add-ons, Linings, and additional Carry Weight bonuses). Both versions require the original armor mods (ArdentExo and Sirius Assault Suit & Assault Armor mods all four files A through D... don't worry it's only one plugin slot lol), with the AWKCR/AE versions also requiring Armor Keywords and Armorsmith Extended. The plugin replacer makes minor edits to the names/descriptions along with the new features added, including -
- Original plugin structure mostly untouched, with edits for consistency.
- ESL-flagged plugin, original was already compacted I just added the flag.
- Constructible entries on the Chem bench under the original Ardent Exo category for crafting the 3 chip modules connecting the Sirius effects to your Exo-Frame. All 3 chips can be worn together or independant of each other, no body slots are used making them great for hotkey toggles. Stealth field activates on crouch, Lifeform Detector is active HUD targeting, Recon has the typical Recon pip effect when aiming at enemies.
- AWKCR/AE Version includes new add-on slots for Armor, Lining, and Carry Weight Base + Modifier.
- Frame, Chips, and Miscmods tagged for VIS compatibility.
- Minor Armor/Resistance edit as I felt the AR was a tad high for the small amount of coverage it offers. New values are 7 AR with 19 Energy Resistance for implied magnetic shielding (I thought it was immersive for futuristic military tech).
- Additional stats/enchantments added to the base frame effect to make it more inclusive as a slightly reduced replacement for Power Armor (now uses harness slot 57 for gear loadout compatibility). Works well when paired with armor/clothing sets or hazmat suits depending on your environmental needs.
- +1 to Str/End/Agi, +10 max AP, and a slight movement speed bonus to reflect the physical enhancements provided by a powered exoskeleton.
- Additional module edits to enhance your character with focuses on Fall Kinetics (including jump height boost), Strength, Endurance, and Sprint, with more modules to come (see Updates and Planned).
Side Notes -
I use the latest versions of AWKCR/AE with the AWKCR-R edits, which so far have been working great side-by-side with latest versions of ECO Redux, NEO and LEO, Gunfighter Framework, and many other frameworks for all the modern toys. Just takes some light manual patching here and there, no conflicts noted yet and as far as I can tell no longer requires massive edits to make it play friendly with larger mods and vanilla overhauls. :thumbsup:
I've set up required masters for mods I feel are bug-free, compatible with most setups after extensive testing in 700+ mod loadouts, and conflict-free as much as possible. The optional masters are still highly recommended, but I'm including the vanilla alternate for people with specific setups to avoid conflicts and having to download a ton of pre-reqs.
Lastly, I don't play the vanilla character build; so my perk requirements might seem a bit crazy for the higher level mods. I start with 7s across the board on SPECIAL given the 2 PCs have backgrounds as military and lawyer... These aren't your average middle class herd-mentality suburbanites and earned their higher stats IMO. I believe the difficulty of the game should come from skill-based combat and mystery (puzzles, detective work, etc), rather than simplistic limiting of the PCs choices to simulate stupidity. I also started using the Perk Points Per Level F4SE plugin to set up my perks @ 2 per level. This allows me to max out all the important stuff before hitting lvl 100 to avoid massively long playthroughs as I like to test out new content as much as possible.
Also, don't expect to see the backpacks in the screenshots as part of the Exo, they aren't part of it and are from an old Discord release of a US Army mod IIRC... I have no way of sharing that one presently.
Mod Requirements (Subject to change for future updates) -
Side note; if you don't want any of these mods controlling your LLs you can just strip the LL entries out of their plugins in FO4Edit. I won't be providing support in the form of an exhaustive list of setups removing specific masters/functionalities but if you need help figuring out what to strip to suit your needs feel free to ask for assistance in the Comments section.
Ardent Exo (original Discord download re-uploaded by me, with permission to repost given by Ardent)
Sirius Assault Suit (part 1 of 2, files A & B)
Sirius Assault Armor (part 2 of 2, files C & D)
AWKCR (soft requirement, only needed for AWKCR version)
Armorsmith Extended (soft requirement, only needed for AWKCR version)
*If not using AWKCR-R you can get away with older versions of AWKCR back to v5 or newer (nothing older or you lose required DLC support).
*If you *do use* AWKCR-R you'll need the latest versions of both AWKCR and Armorsmith
AWKCR-R Grilled Cheese & Tuna Melt Edits
Install Notes -
Ardent Exo is a simple plug-n-play, no special instructions just stick it with the rest of your armor mods. When installing my add-on you'll need the plugin replacer which compacts the original plugin, along with the AWKCR or No-AWKCR version which you'll need to load below the original for overrides. Planned future updates will completely overhaul the entire setup into a standalone setup with only 2 plugins (patch and master). AWKCR/AE and Sirius plugin aspects will be merged into the patch to reduce load order.
Construction Notes -
To acquire the Exo and its various components in-game you'll currently have to construct them all. Perk requirements for constructing each aspect are intended to be immersive based on functionality added, and are as follows:
- Exo Frame - Armorer 3, Robotics 1, Science 2
- Recon Chip - Awareness 1, Science 2
- LD Chip - Awareness 1, Science 3
- Stealth Chip - Science 4 (reducing to 2*), Sneak 4 (reducing to 2*)
- Agility Module - Quick Hands 1, Science 2
- Endurance Module - Science 2, Toughness 1
- Power Module - Iron Fist 1, Science 3, Strong Back 2, Toughness 2 (reducing to 1*)
- Strength Module - Science 2, Strong Back 1
- Adaptive Sprint Module - Grim Reaper's Sprint 1, Science 3
- Fall Kinetics Module - Adamantium Skeleton 1, Science 3
- Guard Module - Moving Target 1, Science 2
- Speed Module - Grim Reaper's Sprint 2, Gunslinger 1, Quick Hands 2, Science 3
- SM Sound Dampener - Robotics 1, Science 4, Sneak 2
- SM Enhanced Kinetics - Robotics 2, Science 4, Sneak 3
- SM Optimized Harmonics - Robotics 3, Science 4, Sneak 4
* changes coming in v1.2 update
Install/Load Order -
Armor Keywords (AWKCR/optional version)
Armorsmith (AWKCR/optional version)
AWKCR-R (AWKCR/optional version)
Sirius Assault Suit (required master)
Sirius Assault Armor (required master)
ArdentExo (duh)
ArdentExo Plugin Replacer (also duh)
Ardent-Sirius Patch (also also duh)
Update Notes (in case you happen to have Ardent's original or my original patch found on Discord, v1 was overhauled into the v1.1 release uploaded here) -
- v1.1 Updates -
First major update including some new core toys and refining for balance. All mods are 100% functional as far as I can tell (I appreciate any bug testing and feedback for features here). This update set is aimed at making you less dependent on AP replenishment items while wearing the Exo, as well as offering some radiation protections. v1.2 release shouldn't be far off.
- Updated Names/Descriptions
- Updated Miscmods to 0 weight
- Added Modcols for each slot with level requirements to align with the construction perks, LLs will come in a future update.
- Changed the armor model for the Exo Frame's inventory screen from VaultSuitGO to the standard ModCrate. For some reason the original model never showed up properly on my screen, always blown up and distorted.
- Strength Module - Now offers +2 STR, +10 melee & unarmed damage, and +20 carry weight.
- Endurance Module - Now offers +2 END, +10 max AP, +3 AP regen, and +20 carry weight.
- Sprint Module - Changed to 'Adaptive Sprint' module. Increased sprint speed equivalent to the Overdrive Servos PA buff with 2 stages (+10 for Sprint, +20 for Speed module upgrade), and removed the added AP drain aspect. Also adds +10 max AP, a kinetic servos AP regen effect when moving (+2 for Sprint, +3 for Speed), and a final +30 movement speed burst activated when blocking in melee combat as part of a new 'Kinetic Overpower' feature coming with v1.2. I've implemented a test version in the v1.1 beta that will be active with the Sprint/Speed modules, the setup will most likely change a bit with the v1.2 release.
- Stealth Power Chip - New features being tested via [Stealth Modulator] enhancement tree (see v1.2 update notes).
- Increased perk requirements to craft the frame and all parts to be more in-line with the functionality and level of tech involved (and increased corresponding values for trade).
- Replaced override setup from Sirius chips with new entries, Exo chips will now function independently of Sirius variants (Sirius mod still required as master) and only while the Exo is equipped.
- Upper Module - Agility - +2 Agility, Reload Speed +25%, ADS movement speed mimicing the Nimble legendary, and AP regen equal to the PA Core Assembly buff.
- Lower Module - Guard - Reduces incoming staggers, increased chem duration equivalent to BioCommMesh lining, rad/energy resistance equivalent to Shielded Lining, and PA Piezonucleic Lining buff for increased AP regen when taking rads. The Guard Module will be your primary defensive setup in tandem with Endurance or Power and future Back Modules.
Planned Updates (in progress, listed by priority and subject to change for balance purposes) -
- v1.2 Updates -
This update focuses on making the ExoFrame a more aggressive alternative to PA while sacrificing some of the protection it provides. I'll be combining new functionalities with the original mods to make an effective recon/strike setup, enhancing all forms of combat, stealth, and speed as a trade-off for the more defensive aspects of PA suits. The end goal is to make you a more effective attacker similar to special forces in our military today. This setup maximizes fast-pace play styles, allowing you to flank or sneak up on your enemies before they can hit you, while also providing more maneuverability and escape features to avoid being overpowered when you're outnumbered. Fans of FPS games and guerilla tactics should appreciate this over the typical clunky PA setup, as it lets you run-n-gun more effectively without having to stop as often along the way. It's also a fantastic melee enhancer in conjunction with third-person animation mods and modded melee weapons, allowing you to whittle down larger mobs you wouldn't normally be able to fight without a ranged weapon. I would avoid trying it on crabs though... using Gunfighter Framework as an example, their bleeds will destroy you in melee. Sword setups are my favorite, I have numerous sword mods slaved to CyberOut's katana animations. CyberOut's Ninja Gaiden style attacks and dashes etc are *amazing* with the enhancements from the Exo-Frame for some really fun and interactive melee battles against groups of opponents. I would also recommend all of Elzee's grab animation mods along with third-person melee enhancers and VAFS Redux to replace VATS. The Exo really shines with this setup, allowing you to run around in bursts of bullet time without making you feel invincible or too overpowered. If you aren't dying on occasion, you aren't using the Exo to its' full capability! I test the limits of this thing constantly, I feel like getting murdered in-game is the fastest way to learn your limits and develop new tactics accordingly lol. The Exo did originate from Edge of Tomorrow, after all. :D
- WARNING - It is not advised to attempt standing to trade blows with higher level Yao Gaui, Super Mutants, Death Claws and the like while wearing the Exo... that's *not* how it was designed and you *will* get reamed without significant armor lol. Learn to dance, that's what this mod is for; the more you move and engage, the more abilities activate to sustain you. :)
*New* Modules :
- Speed - Upgrade to Adaptive Sprint and Agility incorporating all buffs from both modules plus new enhancements; Kinetic Overpower passive, and Custom-fitted lining for reducing sprint AP cost.
- Power - Upgrade to Strength and Endurance incorporating all buffs from both modules, adds stagger rating to melee/unarmed attacks equivalent to a Super Mutant or Yao Guai. Carry weight increased to +30, unarmed/melee damage enhancements increased to +15 each.
active-blocking melee or unarmed attacks.
*New* [Elemental Harmonics] passive - Enhancement to unarmed and melee combat that unlocks when the Power Module is equipped. Adds an EMP-enhanced impact landing to the Exo, functioning similar to PA impact landings. Also provides a dual-activation buff that activates when using either melee weapons or unarmed/fists. While equipped with a melee weapon your weapon of choice will receive an added incendiary effect, while unarmed and fist weapons will receive an EMP/shock-fist effect adding electrical damage with a chance to temporarily stun or paralyze your opponent.
*New* Power Chip :
- Shield-Bubble - This will be an emergency protocol activation (20% hp trigger) for a temporary defensive boost allowing you to escape an otherwise fatal encounter. No other specifics for this one yet as I need time to test out shield methods.
- Tier 1 - Default Configuration - Enhanced Kinetics buff enhances movement speed +10, +1 to Str/Agi/End, +10 max AP
- Tier 2 - Upgraded Reactor - Enhanced Kinetics buff increases to movement speed +15, stat bonuses +2, and max AP +20
- Tier 3 - Maximized Reactor - Movement Speed +20, stat bonuses +3, and max AP +30. Activates [Overdrive] slot for fine-tuned enhancements allowing you to choose one out of the 3 Enhanced Kinetics buffs to enhance further (+5 stats, +30 movement, or +50 max AP).
- Tier 1 - Sound Dampener - Adds a muffled buff to decrease detection while sneaking.
- Tier 2 - Optimized Kinetics - Adds muffled and custom-fitted (x5), for an added speed bonus while sneaking.
- Tier 3 - Optimized Harmonics - Adds muffled, custom-fitted (x10), and shadowed enhancements for a maximized stealth field.
- v1.3 Updates -
This release will change the mods setup slightly as I'll be removing the need for the plugin replacer and moving all edits to my patch file, allowing you to move my file down in your load order below other requirements if necessary. Should be ok to update mid-playthrough as long as a clean save is made. My plan is to update and incorporate all master functions from Sirius into the patch override file for reducing load order down to just the main two Exo files. I'll also be adding an optional plugin with functionality that depends on new masters from Backpacks of the Commonwealth, EvTital's Gunner Militia and BioHazard mods, and Toounx's USP .45 with Tac Knife for adding new functionalities based on their content.
*New* [Back Module] for swapping functional equipment on the back of your Exo Frame, divided into Backpack and Shield slots :
Backpack - Up to 100lbs additional carry weight with various functional add-ons, mat swaps, and visible patches that will be patched in from Backpacks of the Commonwealth, Quick Modification Weapon, The Merc Pack, Militarized Minutemen with Uniform/Patches add-on, and Post Apocalyptic Survivor as optional masters.
- *New mat swaps to represent each of the BotC, Mercenary, MinuteMen, QMW, and PAS packs. Each swap with tiered perk/construction requirements based on the size and quality. Now one backpack module will be able to swap between all attached backpack styles. Pack styles will be organized into 3 tiers (light pack, day pack, and full-size), each tier will have its own construction requirements instead of separating recipes by each pack individually, with all of BotC's functional omods available as upgrades (yes all, basically a list of swappable legendary mods). This new modular setup will allow you to fully customize all your backpacks. Pack tiers will determine carry weight limits based on the physical size (with additional AWKCR-style carry weight options) - Light (small) packs will be limited to 30lbs or less, day (medium) packs 30-60lbs, and full (large) packs 50-100lbs. This will function similar to backpack modules added to PA frames from other mods.
- *This will not change anything about the original mods, nor will it include any assets from them. All backpacks will still funcion independently of this patch similar to the Sirius items, and will require all original mod files to be active. I'll be adding their functions via patch files so nothing will be replaced.
Hazmat (Backpack) - Enhances radiation protection without sacrificing armor using vanilla Hazmat suits. Hazmat attachment will utilize Gunner Militia's oxygen tank backpack, the armored hazmat setup from Biohazard Suit Redux, and two gasmask options. With the base tier using default gas mask + ARMY helmet or assault gas mask, while the advanced tiers will have numerous options including the Ghost CVC mask/helmet from MM, the gas masks from Merc Pack, and the mask from PAS. Tier one will use a gasmask, tier 2 mask + helmet (or 1-piece if you choose the Merc/Assault options), tier 3 full biosuit + helmet. Oxygen tank uses slot 54, again maintaining compatibility with animated/improved backpack mods & hotkeys (minus the additional carry weight bonus).
Shield-Phalanx - This attachment will utilize Toounx's Riot Shield back apparel to prevent being fired upon from behind, linking to the USP .45 mod (possibly with new shield variations in a future update to reflect the different tiers). The intent being to add more armor rating and back protection via Shield Framework (optional) for functional collision/deflection mechanics. Tiered protection levels will reduce stagger and increase damage mitigation (similar to how Shield Integration and various block overhauls implement tiered damage mitigation).
Jetpacks & Jump Kits - Again simulating a PA system, compatible jetpack and jump kit attachments will attach to their usual position on back of the Exo, I plan to make compatibility patches for numerous jetpack mods such as CROSS Jetpack, Titanfall functional jump kits, Jetpacks FAO, Jetpacks Unlimited, and Dantemk2's MS-06F Jetpack.
I plan to incorporate all of the various patches into a FOMOD setup in order to auto-detect which masters you have installed and determine
which patches you'll need to avoid confusion.
- v1.4 Updates -
Miscellaneous changes and new functionalities that I still need some time to research, final planned update.
- *New* [Device] chem that can be hotkeyed for swapping modules on the fly. Will include swaps for each of the module sections Arm, Leg, Back, and Reactor/Overdrive. Now when overencumbered you can swap the Endurance or Power modules in. Need some melee assistance? Swap to the Strength or Power modules. About to take a flying leap with a jetpack or can't quite reach something? Swap in Fall Kinetics... Need to run so far away from that Deathclaw chasing you? Sprint or Speed module, shazam! No bench needed.
- *New* Adding trigger support for Elzee's iDroid mod, to have voice activation responses for swapping modules/chips and other functions.
- *New* Working on a condition check to prevent players from entering PA suits while wearing the ExoFrame, to keep immersion value as a PA replacement.
- *New* In-game placement for the prototype Exo Frame to unlock build schematics, with a quest and scavenger hunt to find all the modules/chips as an immersive pre-req to crafting. This feature might get delayed a bit, as I haven't installed or played around with the Creation Kit yet, just FYI.
- *New* Immersive military bunker style dungeon planned for the South end of the map (Southwest of Quincy and the Peabodies) where nothing typically resides and most mods make zero use of in my experience... I aim to change that! I'm super excited with the initial release here and have been compiling ideas for making something similar to other underground dungeons. My big inspirations are MrColonelMustard's collection of quest/dungeon Enclave themed mods, RRTV and his gorgeous collection of player homes (RiP no longer on Nexus, have to find him on Discord these days), my friend VitaPlex with his dungeon releases, FX0x01 with his dungeon for the HK G36 release, and TrainWiz who, despite some buggy encounters (I'm looking at you Ransacked Relays! :laugh: ) has made some extremely creative and unique encounter mods.
If anyone has suggestions or feedback I appreciate any info, links to tutorials, or example mods to pick apart! I do my own research on a regular basis but I'm always happy for additional input. Feel free to post a comment or PM me with suggestions or requests for features/balancing (I'm also active on a bunch of Discord servers in the community). I personally play a massive 7-800+ load order on Very Hard with Gunfighter Framework, AWKCR-R, utilities armors weapons and monsters galore to make my game more difficult. However, the intent with my patch work here is to keep a balance for vanilla that anyone can work with.
That's it, have fun and good luck! All credits to Ardent117 for his beautiful wizardry, additional info re: source material is in Permissions & Credits.