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Armorsmith Extended v4.7 for Fallout 4 0

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Armorsmith Extended v4.7 for Fallout 4
Category:
Fallout 4
Version:
v1.11.159+
Credits:
Gambit77
Views:
2 438
Date added:
10-02-2026, 23:03

Armorsmith Extended for Fallout 4 -ย this mod revolutionizes Fallout 4's armor and clothing system with unprecedented customization, letting you mix outfits under any armor, add ballistic weave everywhere, craft invisible/cloaking gear, and mod everything from hats to jetpacksโ€”perfect for wild post-apoc styles, from stealthy therm-optics to super mutant hats, with VIS-G compatibility and quest-unlocked weaves for immersive survival builds.

Features Armorsmith Extended:
โ€“ Wear any outfit under armor (all pieces visible)
โ€“ Hats/helmets compatible with bandanas, gas masks
โ€“ Ballistic weave on all outfits/hats/helmets (Mk1-5: Ballistic, Energetic, Hybrid, Biohazard, Fire, Rad, Advanced)
โ€“ Quest unlocks: Railroad Hybrid/Advanced, Forged Hybrid, Children of Atom Hybrid
โ€“ 11 mod types: Weaves, Linings, Add-ons, Gloves, Eyewear, Color Swaps, Therm Optics, Carry Weight, Size/Invisible Armor
โ€“ Targeting HUD (Friend/Foe/Corpse recognition)
โ€“ Wearable weapons, nudifying rings, cloaking Therm Optics Combat Armor
โ€“ Optimized slots (30+ for hair, hands, torso, etc.)
โ€“ Nick Valentine & super mutants wear hats/glasses/masks
โ€“ Hazmat suit transparent lens/flight cap options
โ€“ Crafting for all vanilla/DLC apparel/armor at Armorsmith bench
โ€“ Scrap recipes yield components
โ€“ VIS-G Legendary Mods/Item Sorting compatible (requires AWKCR)
โ€“ Patches for standalone outfits, replacers
โ€“ Next-Gen/CC Bundle support


Tested on game versionย v1.11.159+
Last edited by: admin - 10-02-2026, 23:03
Reason: Mod Updated to v4.7
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Armorsmith Extended v4.7 for Fallout 4 Armorsmith Extended v4.7 for Fallout 4 Armorsmith Extended v4.7 for Fallout 4 Armorsmith Extended v4.7 for Fallout 4

Changes in v4.7:
-ย Added new Storage Bins mods for the MISC slot on power armor torsos,arms, and legs.
- Added patch for Next Gen CC Bundle of mods. Targeting HUD Platform and Storage Bin mods work a little differently for Hellfire, X-02, and De-Capitalist power armors than they do for T-45, T-51, T-60, X-01, & Raider power armors. With the vanilla power armors all their cascading mod slots work as intended, so when you install the Targeting HUD Platform you get 3 new mods slots that allow you to enable/disable Friend, Foe & Corpse Recognition all separately. Similarly when you enable Storage Bins in the MISC slot it adds a new slot for Carry Weight Modifiers. However when setting the patches up for Hellfire, X-02, and De-Capitalist, it just wouldn't work properly. The game wouldn't add the new slots. So I might have come up against some kind of engine level bug that might have something to do with esl flagged esp plugins that have esl flagged esp plugins as master plugins. That's my working theory so far from what I've witnessed. So I had to implement a different less than ideal setup for the Hellfire, X-02, and De-Capitalist power armors. Their Targeting HUD Platform mods, instead of adding 3 new slots to customize it, instead just enable Friend, Foe & Corpse Recognition, it can't be customized. Since their Storage Bins mods weren't adding the Carry Weight Modifier Slot, I ended up enabling the Carry Weight Modifier slot by default. It's not as immersive as I'd like, but I haven't thought of something better yet. Maybe if I gather enough bug replication data I might be able to get Bethesda to fix the underlying issue.

Changes in v4.6:
- bugfix: added missing dn keywords to Hazmat suits armor records to fix an issue with instance naming rule application on them.
- bugfix: fixed a CTD caused by featured item popups happening at same time as crafting a legendary item. Removed crafting recipes from some items and removed the featured item keyword from others.
- maintenance: updated records to keep AE current with AWKCR v8.5 update
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