Info*Load order does not matter if only changing vanilla base apparel. Modders, if you would like to add to this library or new modders looking to see how it's done, the master branch is what gets updated here on steam so here is the git repo WIP, new patches and changes as suggestions are made or compatibility patches can easily be made by taking a look at what should be modified in the original item's costList and then adding a stuffCostCount value to reflect the new overall cost. If you see 0% in the Effect Multiplier on the clothing, check the settings to make sure it is set to the recommended 15, it will go back to 0 if the config file is removed at any point. All stuffable clothing has adjustable material bonus %, this is set set in the settings. All Royalty and Ideology armors/clothes are supported. Does not remove previous types of ingredients so clothing will still be able to made out of cloth/leathers but now can be made with metal, stone or wood as well. Any materials with the 'Metallic, Woody, Stony' tag are supported and scales based off the material/armor base stats. Also includes a collection of patches for compatibility. It is also the least flammable textile, tied with Devilstrand.Overview-Simple patch library to be able to make all vanilla armors "stuffable" with different materials as well as other clothing that has the property to be "stuffable". Sculptures are a better way to improve room quality, while the hyperweave itself is better used to protect pawns as clothing. Even a pair of Normal Hyperweave Pants have a 12% chance to outright nullify a bullet from an assault rifle, and another 12% chance to half the damage.įor use in furniture, hyperweave's exceptional beauty factor and market value make for very good buffs to room quality, however this is a waste of its potential. That said, even as less protective items of clothing, hyperweave still offers decent protection. Hyperweave should be preferentially turned into dusters to fully exploit its protective stats, and only if there is a significant surplus should it be turned into pants and button-down shirts. The difference is likely moot however, as both materials are uncommon enough that the player will rarely have to choose between them. Thus, while Thrumbofur will perform slightly better against the most common damage type, hyperweave is a better generalist. The heat armor is significant though, offering good protection against inferno cannons that become common in the late game. Due to the low blunt armor offered by clothing in general, the difference in blunt armor is only likely to be relevant at high quality levels and only on dusters, as the AP of most blunt weapons will completely nullify the little protection offered by the items. Thrumbofur offers slightly better sharp armor and exceptional cold insulation, while the hyperweave offers better blunt armor, significantly better heat armor and slightly better heat insulation. The question of superiority is not a simple one however. Of all the other textiles, only thrumbofur is comparable. Hyperweave is one of the two most protective and insulative textiles in the game and is the premier choice for dusters and other protective clothing.
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