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Vest Asset Reference

Vests are one of the seven clothing slots in Unturned™, occupying the player's chest over the shirt layer. A vest asset defines a wearable chest item that can provide ballistic protection through the Armor field and expand the player's inventory through the Width and Height storage fields inherited from the ItemBagAsset parent class. Vests are unique among clothing slots in supporting both armor and storage simultaneously, which makes them the single most impactful equipment slot for survival gameplay and the highest-configuration-density clothing item type in the modding system.

This article is the 57 Studios™ cohort's canonical reference for the vest asset type. It covers every .dat field that applies to vest assets, the inheritance chain from ItemClothingAsset through ItemBagAsset to ItemVestAsset, the armor damage reduction system and its numeric model, the storage grid expansion mechanic, the distinction between cosmetic and functional vests, the PRO flag system for vanity items, and the complete field reference with values drawn from shipped game files. RP-server faction uniform configuration and 57 Studios™ vest tier standards are included where relevant.

A note on the vest's position in the clothing system: the Clothing Asset Reference article establishes the shared field set for all seven clothing slots and documents the SkinnedMeshRenderer prefab requirements that apply to every wearable item. This article does not repeat that material. It documents the fields and behaviors that are specific to the vest slot and the vest's unique position in the asset inheritance chain. Readers who are not familiar with the base clothing system should read the Clothing Asset Reference first, then return here for the vest-specific coverage.

Custom tactical vest and armor plate carrier displayed on an Unturned character model

Documentation source: This article references the official Smartly Dressed Games modding documentation for the ItemVestAsset class definition and the parent class property inheritance. Game file field values were extracted from the vanilla Unturned™ asset corpus at Bundles/Items/Vests/.

Who this article is for

This article is written for Unturned™ mod authors who have already authored at least one clothing item of another slot type and are familiar with the master bundle pipeline, the SkinnedMeshRenderer clothing prefab structure, and the .dat authoring workflow for item assets. If you are new to clothing modding, start with Clothing Asset Reference and Project Folder Structure and GUIDs before returning here.

What you'll learn

  • How the vest slot inherits properties from ItemClothingAsset and ItemBagAsset
  • Every .dat field that applies to vest assets, organized by parent class
  • How the Armor field reduces incoming damage and how the numeric value is calculated
  • How the Width and Height fields expand the player's storage grid
  • The distinction between cosmetic vests, functional vests, and PRO vests
  • How to configure vest armor tiers that match the 57 Studios™ RP-server balance conventions
  • The complete field reference with values drawn from shipped game files
  • How to author, test, and diagnose common vest mod issues

How the vest system works

Unturned's vest runtime is driven by the ItemVestAsset class, which inherits from ItemBagAsset, which inherits from ItemClothingAsset. When a player equips a vest, the runtime reads the .dat fields, applies the Armor multiplier to incoming damage calculations, expands the player's inventory grid by the Width and Height values, attaches the vest prefab to the character skeleton's spine and chest bones, and applies any additional flags such as Proof_Radiation or the PRO restriction system.

The inheritance chain is the central structural fact about vest assets. Every field that appears on a vest .dat file is inherited from one of these parent classes. The vest class itself declares no unique fields in the current game version, which means every vest behavior (armor, storage, cosmetic rendering, PRO flag) is configured through inherited fields.

Sequence of a vest equip operation

The equip sequence shows that the vest modifies two player systems simultaneously: the damage reduction pipeline (Armor) and the inventory grid (Width, Height). No other clothing slot affects both systems at once.

File structure for a vest mod

A complete vest mod requires the following files:

Workshop/Content/304930/<modID>/
└── Bundles/
    └── Items/
        └── MyVest/
            ├── MyVest.dat              ← vest asset definition
            ├── English.dat              ← display name and description
            └── MyVest.unity3d           ← master bundle (skinned mesh prefab)

The folder name, the .dat filename stem, and the internal Name field should all match. This is not enforced at runtime but divergence causes diagnostic confusion when the parser cannot find the prefab.

Complete .dat field reference

Identity fields (inherited from ItemAsset)

Every item in Unturned™ requires an identity block. These fields identify the vest to the engine and to other mod files that reference it.

FieldTypeExampleRequiredPurpose
IDuint1642700YesNumeric item ID. Must be unique across all loaded mods. Use the 57 Studios™ block 42700-42899 for vest items, or 50000+ for open community range.
GUIDuint128 hexa1b2c3d4e5f64a7b8c9d0e1f2a3b4c5dYes128-bit globally unique identifier. Generate a new GUID for every new vest. Never reuse GUIDs.
TypeenumVestYesMust be Vest for vest items. This is the field that assigns the item to the vest clothing slot.
NamestringMyTacticalVestYesInternal name. Used in console commands and cross-reference in other .dat files.
RarityenumRareNoControls the inventory highlight color. Values: Common, Uncommon, Rare, Epic, Legendary, Mythical. Defaults to Common.
Size_Xuint82YesWidth of the item in inventory grid cells when not equipped.
Size_Yuint82YesHeight of the item in inventory grid cells when not equipped.
Size_Zfloat0.35NoDepth of the item's world model when dropped. Affects the physical collision shape of the dropped item.

Useable field (inherited from ItemClothingAsset)

FieldTypeValueRequiredPurpose
UseableenumClothingRecommendedDeclares the item as a wearable clothing item. Some PRO vests omit this field; functional vests should always include it.

Armor field (inherited from ItemClothingAsset)

FieldTypeRangeDefaultPurpose
Armorfloat0.0 to 1.01.0 (no protection)Damage multiplier applied to incoming damage. Lower values mean better protection. An Armor of 0.7 means the wearer takes 70% of incoming damage.

Armor damage reduction model

The Armor field operates as a direct multiplier on incoming damage. The formula the engine uses is:

Effective damage = Incoming damage × Armor value

An Armor value of 1.0 produces no damage reduction. An Armor value of 0.0 would make the wearer immune to damage (this value should never be used in balance gameplay). An Armor value of 0.7 means the wearer takes 70% of incoming damage, effectively a 30% damage reduction.

The Armor value applies to all damage sources: player attacks, zombie attacks, animal attacks, fall damage, explosion damage, and environmental damage. There is no per-damage-type armor granularity in the base engine.

Armor tier reference table

The following table documents the armor tiers used by the 57 Studios™ cohort for RP-server balance. Each tier maps to an Armor field value and a vanilla vest equivalent drawn from shipped game files.

TierArmor valueDamage reductionVanilla equivalentTypical use case
None1.0 or absent0%Cosmetic vests, PRO vestsVanity items, civilian clothing
Light0.955%Poncho variants (ID 410-417)Lightweight daily wear
Standard0.9010%Ghillie vests (ID 238, 1357)Medium protection for general combat
Reinforced0.8515%,Tactical carrier vests
Heavy0.8020%,Full plate carriers
Assault0.7525%Craftable vest (ID 1173)Front-line combat equipment
Tactical0.7030%Coalition vest (ID 1425, 1518)Military-grade body armor
Special forces0.6535%,Advanced composite armor

The Armor value is a float and accepts any value within the 0.0 to 1.0 range. The tier table above documents the cohort-recommended granularity; modders may choose intermediate values for finer balance tuning.

Storage fields (inherited from ItemBagAsset)

Vests inherit the bag storage system through the ItemBagAsset parent class. The storage fields expand the player's inventory grid while the vest is equipped.

FieldTypeRangeDefaultPurpose
Widthuint80-100Number of inventory grid columns added while the vest is equipped. Vanilla vest values: 3, 4, or 5.
Heightuint80-100Number of inventory grid rows added while the vest is equipped. Vanilla vest values: 2, 3, or 4.

The total number of additional inventory slots provided by the vest is Width x Height. A vest with Width 5 and Height 4 adds 20 inventory slots. A vest with Width 4 and Height 3 adds 12 slots with a different grid layout.

Width and Height maximum values

Values above 10 on either Width or Height produce undefined inventory grid behavior. The inventory UI does not scale beyond the 10-column maximum. Keep both values within the 0 to 10 range. The field accepts values above 10 at parse time, but the inventory display will not render columns beyond the 10th, resulting in apparent slot loss.

Vanilla vest storage configurations

Vanilla vestWidthHeightTotal slotsNotes
Craftable vest (ID 1173)326Lightweight vest, small storage
Ghillie vest (all variants)4312Medium storage
Poncho (ID 410-417)4416Standard storage for lightweight cloth armor
Coalition vest (ID 1425)5420Heavy storage for tactical carrier
DL_Volatile_Chest (ID 961)5420PRO item with storage but no armor

The Width and Height values are independent of the Armor value. A vest can be configured with high protection and small storage, low protection and large storage, or any combination between. This independence is what makes the vest slot the most configurable clothing slot in the game.

Hair and Beard visibility flags (inherited from ItemClothingAsset)

FieldTypePurpose
HairflagIf present, character hair is visible while the vest is equipped.
BeardflagIf present, character beard is visible while the vest is equipped.

These flags are defined on the ItemClothingAsset parent class and are documented in the Clothing Asset Reference. For vest items, these flags are typically omitted because vests do not cover the head. However, some vests with high collars or neck coverage may include them. The flags are optional on all clothing slots and are evaluated by the engine at equip time.

Special flags and fields

FieldTypePurposeEvidence
Proof_RadiationflagIf present, the vest protects the wearer from radiation damage in irradiated zones.Shipped game files (some vests carry this flag).
Ignore_NPOTflagIf present, suppresses the non-power-of-two texture size warning. Used on legacy assets.Vanilla Carpat_Traditional_Vest.
Bypass_ID_LimitflagIf present, allows item IDs above 2000. Required for all mod vest items.Required for all ID values above 2000.

PRO flag (vanity item restriction)

FieldTypePurpose
ProflagIf present, this vest is a PRO item. Non-PRO players can see the vest in their inventory but cannot equip it.

The PRO flag is a monetization field in the vanilla Unturned™ item economy. Items with the PRO flag are accessible only to players who have purchased PRO status (the Gold upgrade). For Workshop mods, the PRO flag is typically omitted because the Workshop distribution model does not enforce the PRO restriction on custom mod items.

However, the PRO flag has a secondary mechanical effect: vests with the PRO flag and without a Useable Clothing field are treated as cosmetic items that exist in the game but cannot be worn by any player. The vanilla asset corpus contains many such vests - Chain, Bullet_Belt, Blueknight_Shoulders, and others - that serve as cosmetic accessories rather than functional clothing.

PRO vests in the vanilla corpus

The majority of vanilla vest assets are PRO-flagged items without the Useable Clothing field. These vests appear as inventory items and can be dropped, traded, and displayed, but they cannot be equipped by any player. They serve as cosmetic accessories that signal player achievement or participation in specific events.

Worked examples

Example 1: Cosmetic PRO vest (non-functional)

A cosmetic necklace or shoulder piece that exists as a vanity item but provides no gameplay benefit. This vest cannot be equipped.

GUID e5f6a7b8c9d0e1f24a3b4c5d6e7f8a9b0
Type Vest
ID 42700

Size_X 2
Size_Y 1
Size_Z 0.35

Pro

Companion English.dat:

Name Ceremonial Shoulder Cloak
Description A decorative shoulder piece worn for ceremonial occasions. Provides no combat benefit.

Example 2: Lightweight armored vest with storage

A standard tactical vest providing light armor and modest storage expansion. This is the most common vest configuration for RP-server faction kits.

GUID a7b8c9d0e1f2a3b4c5d6e7f8a9b0c1d2
Type Vest
Rarity Uncommon
Useable Clothing
ID 42701

Size_X 2
Size_Y 2
Size_Z 0.5

Width 4
Height 3

Armor 0.9

Blueprints
[
  {
    Name Salvage
    CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9"
    InputItems this
    OutputItems "14901f32cd3240179fd6124324cc27e5 x 2"
    Effect "7eceb9f7751d4634b572c8e236355104"
  }
  {
    Name Repair
    CategoryTag "732ee6ffeb18418985cf4f9fde33dd11"
    Operation RepairTargetItem
    InputItems "14901f32cd3240179fd6124324cc27e5 x 3"
    Effect "7eceb9f7751d4634b572c8e236355104"
  }
]

Companion English.dat:

Name Light Tactical Vest
Description Lightweight vest with 12 storage slots and standard-impact protection. Standard-issue for patrol units.

Example 3: Heavy tactical carrier

A full plate carrier vest with high armor rating and maximum storage. Appropriate for front-line combat factions on RP servers.

GUID b8c9d0e1f2a3b4c5d6e7f8a9b0c1d2e3
Type Vest
Rarity Rare
Useable Clothing
ID 42702

Size_X 2
Size_Y 2
Size_Z 0.5

Width 5
Height 4

Armor 0.7

Proof_Radiation

Blueprints
[
  {
    Name Salvage
    CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9"
    InputItems this
    OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 3"
    Effect "7eceb9f7751d4634b572c8e236355104"
  }
  {
    Name Repair
    CategoryTag "732ee6ffeb18418985cf4f9fde33dd11"
    Operation RepairTargetItem
    InputItems "21ede8ebffb14c5580e8c7ad149e335e x 6"
    Effect "7eceb9f7751d4634b572c8e236355104"
  }
]

Companion English.dat:

Name Heavy Tactical Carrier
Description Full plate carrier vest with radiation shielding and 20 storage slots. Maximum protection for front-line deployment.

Example 4: Craftable vest with custom recipe

A vest that players can craft at a spinning wheel using leather and scrap metal, following the pattern of the vanilla craftable vest (ID 1173).

GUID c9d0e1f2a3b4c5d6e7f8a9b0c1d2e3f4
Type Vest
Useable Clothing
ID 42703

Size_X 2
Size_Y 2
Size_Z 0.5

Width 3
Height 2

Armor 0.85

Blueprints
[
  {
    CategoryTag "ebe755533bdd42d1871c3ac66b89530f"
    InputItems
    [
      "01ee4903b12b4998aa0ad5d7a0a567ba x 4"
      "21ede8ebffb14c5580e8c7ad149e335e x 6"
    ]
    OutputItems this
    RequiresNearbyCraftingTags
    [
      "2ac5ddc545a848008c0308d21f5d2e6b"
    ]
    Effect "7eceb9f7751d4634b572c8e236355104"
  }
  {
    Name Repair
    CategoryTag "732ee6ffeb18418985cf4f9fde33dd11"
    Operation RepairTargetItem
    InputItems "21ede8ebffb14c5580e8c7ad149e335e x 4"
    Effect "7eceb9f7751d4634b572c8e236355104"
  }
  {
    Name Salvage
    CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9"
    InputItems this
    OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 3"
    Effect "84347b13028340b8976033c08675d458"
  }
]

Companion English.dat:

Name Makeshift Plate Carrier
Description Crafted vest providing 15% damage reduction and 6 storage slots. Crafted at a spinning wheel using leather and metal scrap.

Vest subtypes

The vanilla Unturned™ asset corpus contains vest items that fall into several functional subtypes. Each subtype uses the same .dat field set but with different values and optional fields enabled.

SubtypeArmorWidth/HeightPROUseableExamples
Cosmetic PROAbsentAbsentYesNoChain, Bullet_Belt, Blueknight_Shoulders
Light cloth armor0.954x4NoYesPonchos (color variants)
Craftable vest0.75-0.853x2NoYesCraftable vest (ID 1173)
Ghillie (all climates)0.94x3NoYesGhillie_Vest, Ghillie_Vest_Arctic, Ghillie_Vest_Peaks
Tactical carrier0.75x4NoYesCoalition_Vest (ID 1425)
Event/achievementAbsentVariableYesNoHoliday vests, zombie plush accessories

Understanding which subtype a new mod vest belongs to determines which fields are required and which are optional. A cosmetic PRO vest needs only the identity block and the PRO flag. A tactical vest for an RP server needs the full field set with tuned Armor and storage values.

Frequently asked questions

Does the Armor field stack with shirt and pants armor?

No. The Armor fields on shirt, pants, and vest do not stack multiplicatively or additively. The engine applies the Armor value of the equipped chest item only. If a player wears a shirt and a vest simultaneously, the vest's Armor value is applied and the shirt's Armor value is ignored for the torso region. The shirt's Armor applies only when no vest is equipped. The same principle applies to the pants slot for the legs.

What is the difference between Width/Height and Storage_X/Storage_Y?

Width and Height are the field names used by the ItemBagAsset parent class, which is the parent of ItemVestAsset. Storage_X and Storage_Y are aliases that the parser may accept on some item types. The shipped vanilla vest assets use Width and Height. The field reference in the Clothing Asset Reference uses Storage_X and Storage_Y for documentation clarity. Both field names produce the same storage grid expansion behavior when parsed.

Can a vest have proof against radiation?

Yes. The Proof_Radiation flag is a field inherited through the ItemClothingAsset parent class. Vests carrying this flag protect the wearer from radiation damage in irradiated zones. This flag is present on some vanilla vests that are designed for post-apocalyptic survival contexts.

What happens if I set Armor to 0.0?

An Armor value of 0.0 makes the wearer immune to all damage while the vest is equipped. This value should never be used in balanced gameplay. The 57 Studios™ cohort recommends a minimum Armor value of 0.65 for even the highest-tier vests, preserving a meaningful damage floor for all combat scenarios. Setting Armor to 0.0 is appropriate only for admin or debug items.

Can a vest provide storage without providing armor?

Yes. The Width and Height fields are independent of the Armor field. A vest with Width 5 and Height 4 and no Armor field expands the inventory grid by 20 slots without providing any damage reduction. This configuration is used by the vanilla DL_Volatile_Chest (ID 961) and is appropriate for utility-focused vests in survival or crafting gameplay.

How do I make a vest that cannot be equipped?

Set the PRO flag and omit the Useable Clothing field. The vest will exist in the game as an inventory item but cannot be equipped by any player. This is the standard pattern for cosmetic-only vest items and is the configuration used by the majority of vanilla vest assets.

Can I override the vest's Armor value per-player or per-faction?

No. The Armor field is a static value that applies identically to every player who equips the vest. Per-player or per-faction armor override requires server-side plugin code through the Unturned Dedicated Server API. The .dat file cannot implement conditional armor logic.

Does Size_Z affect gameplay?

Size_Z controls the depth of the item's world model collision shape when the vest is dropped on the ground. It does not affect inventory grid footprint (Size_X and Size_Y control that) and does not affect the character model's appearance. Size_Z is primarily a visual polish field; omitting it defaults to an engine-calculated depth.

What values does the community use for ID allocation?

The 57 Studios™ cohort recommends ID 42700-42899 for vest items. The open community range begins at 50000. Vanilla IDs occupy the 1-2000 range. Always confirm ID uniqueness within your mod project and against any other loaded mods.

Can a vest have blueprints defined in its .dat?

Yes. The Blueprints array defines crafting recipes that can create, repair, or salvage the vest. The blueprint system is shared across all item types. A vest with blueprints defined can be crafted by players at the appropriate crafting station. The vanilla Coalition_Vest and Ghillie_Vest both include Salvage and Repair blueprint entries.

Best practices

  • Match Armor values to the RP server's tier structure. A faction with military-grade equipment should have 0.7 Armor; a civilian faction should have 0.95 or no Armor.
  • Set Width and Height to values that reflect the vest's intended gameplay role. A utility vest for scavenging should have large storage; a combat vest should prioritize Armor over storage.
  • Include blueprints for craftable vests. The crafting recipe should reference the correct category tag for the workstation type.
  • Use the 57 Studios™ ID block 42700-42899 for vest items to maintain ordering across the mod project.
  • Generate a fresh GUID for every vest asset. Never reuse GUIDs across items.
  • Test the vest in single-player before publishing: confirm the skinned mesh deforms correctly, the Armor value reduces incoming damage, the storage grid expands, and the vest appears in the correct inventory slot.
  • Document the vest's armor tier and storage capacity in the workshop description so players know what to expect.

Advanced considerations

Vest armor in the context of RP-server tier systems

The 57 Studios™ RP server framework organizes vests into a tiered equipment system where each faction has access to specific armor tiers. The vest .dat file defines the base armor value; the server's plugin layer handles access control. A faction's loadout configuration references the vest by its ID and assigns it to faction members through the server's kit system. This separation of concerns -- the .dat files define the stats, the server plugin defines who can use what -- is the standard pattern for RP-server clothing management.

Vest as a loot-dispenser container

Because vests inherit from ItemBagAsset, they can theoretically participate in the container-item system that allows bags to dispense loot. In practice, this is not used for vanilla vests and is not a documented pattern for mod vests. The Width and Height fields are the only bag-inherited fields that vest mods typically configure.

The Proof_Radiation flag and environment gameplay

The Proof_Radiation flag gates access to irradiated zones on maps that include radiation volumes. A vest with this flag allows the wearer to enter and traverse irradiated areas without taking radiation damage. This is a significant gameplay balance lever on survival maps that use radiation as a zone-denial mechanic. The 57 Studios™ cohort recommendation is to reserve Proof_Radiation for high-tier vests only, preserving the environmental threat for lower-tier equipment.

Appendix A: Vest .dat field quick-reference card

FieldTypeRequiredDefaultInherited from
GUIDuint128Yes--ItemAsset
IDuint16Yes--ItemAsset
TypeenumYes--ItemAsset
NamestringNoFolder nameItemAsset
RarityenumNoCommonItemAsset
Size_Xuint8Yes--ItemAsset
Size_Yuint8Yes--ItemAsset
Size_ZfloatNoEngine defaultItemAsset
UseableenumRecommended--ItemClothingAsset
ArmorfloatRecommended1.0ItemClothingAsset
HairflagNonot setItemClothingAsset
BeardflagNonot setItemClothingAsset
Proof_RadiationflagNonot setItemClothingAsset
Widthuint8No0ItemBagAsset
Heightuint8No0ItemBagAsset
ProflagNonot setItemAsset

Appendix B: Diagnostic table

SymptomMost likely causeResolution
Vest does not appear in inventory after @giveID conflict or missing Bypass_ID_LimitConfirm unique ID and add Bypass_ID_Limit True
Vest appears but cannot be equippedPRO flag present without Useable ClothingAdd Useable Clothing or remove the PRO flag
Vest is invisible when equipped on characterSkinnedMeshRenderer not configured or prefab missingConfirm prefab in bundle has SkinnedMeshRenderer with correct bone references
Armor field has no effectArmor field missing from .datAdd Armor <value> field, e.g. Armor 0.9
Armor reduction too strongArmor value too lowIncrease Armor value (e.g., change 0.7 to 0.85)
Armor reduction too weakArmor value too highDecrease Armor value (e.g., change 0.95 to 0.9)
Storage grid does not expandWidth or Height not setAdd Width <N> and Height <N> fields
Only one dimension of storage expandsOnly Width or only Height is setSet both Width and Height
Vest clips through character modelSkinned mesh bone bindings incorrectRebind bones in Unity to match character skeleton
Vest material appears pink in-gameMaterial not assigned or shader missingAssign material in Unity, rebuild bundle
Proof_Radiation does not protectProof_Radiation flag missingAdd Proof_Radiation to .dat
Crafting recipe does not appearBlueprint category tag incorrectConfirm CategoryTag matches the intended crafting station
Vest appears in wrong inventory slotType field not set to VestSet Type Vest

Appendix C: External references

ResourceURLNotes
Smartly Dressed Games modding documentationhttps://docs.smartlydressedgames.com/en/stable/Official field reference for ItemVestAsset, ItemBagAsset, and ItemClothingAsset
Unturned on Steamhttps://store.steampowered.com/app/304930/Unturned/Game page; changelog and community hub
Clothing Asset Reference/items/clothing-assetShared clothing fields, SkinnedMeshRenderer requirements, all seven slot conventions
Project Folder Structure and GUIDs/items/project-folder-structure-and-guidsGUID generation and folder layout for all item mods
How to Export an FBX/blender-setup/how-to-export-an-fbxFBX export workflow for clothing meshes
Steam Workshop Submission/publishing/steam-workshop-submissionPublishing workflow for finished mods

Cross-references

Authoring checklist

Before publishing a vest mod to the Steam Workshop, confirm the following:

  • [ ] GUID is unique -- generated fresh, not copied from another asset
  • [ ] ID is in the 57 Studios™ block (42700-42899) or the 50000+ community range
  • [ ] Type Vest is set
  • [ ] Useable Clothing is present for functional vests
  • [ ] Armor is set to the intended protection tier
  • [ ] Width and Height are set to the intended storage dimensions
  • [ ] Bypass_ID_Limit True is present
  • [ ] Pro flag is present only for vanity items
  • [ ] PRO vests without Useable Clothing cannot be equipped -- confirm this is the intended behavior
  • [ ] Proof_Radiation is present only for high-tier vests
  • [ ] SkinnedMeshRenderer is configured with correct bone references
  • [ ] Material is assigned in Unity, not pink in the prefab
  • [ ] Master bundle is built and copied to the mod's Bundles/Items/VestName/ folder
  • [ ] English.dat is authored with Name and Description fields
  • [ ] Tested in single-player: vest appears, equips, deforms correctly, Armor reduces damage, storage expands

Document history

VersionDateAuthorNotes
1.02026-07-2657 StudiosInitial publication. Complete vest .dat field reference, armor tier system, storage mechanics, worked examples, FAQ, diagnostic table.