This is not about the changes to Mod Slots from prior to 1.5. I think the reduced number makes sense, though I might argue for one more slot in the Outer Torso slot to make for an even ten because I am human and I have an affinity for decimal/base 10. 
But this isn't about that.
I've noticed that either when finding things through gameplay or resorting to spawning items via a console command I am unable to find helmets with a modification slot. I can put a mod in a basebal cap, flat cap, bandana, etc. but I can't put one in a Kabuto, Veterans Helmet, or many of the other helmets. (Exception being the bunny eared helmets...)
I don't have an entire list here, but it does appear to be that most of the helmets just don't have a space for a mod slot any longer.
I have also noticed some items not having TWO mod slots, for example the craftable netrunner inner torso gear (Legendary craftable) only allows a single mod slot, I sat and crafted over a hundred and every single one, just one mod slot. So I'm fairly certain that this is their maximum, which makes no sense, especially as a legendary recipe you only get for devoting 18+ into your Tech attribute and buying that perk.
I'm hoping that for the next patch/pass they go through their itemization and make sure that _every_ item can have the maximum possible slots for its location. For some quality levels restrict that to super rare or not at all, but anything legendary it should always have the possibility of having the full complement of mod slots.
EDIT - I believe this has to do with a new 'natural' mod built in to these items. For example, natural 'melee damage reduction' built in to helmets. I'm cool with items having a special/built in advantage, but these shouldn't also then restrict us from adding our own enhancement. I would suggest allow us to add an extra, and some items are just a little bit better than others OR allow us to remove the 'built in' mod and replace with our own so we can have the aesthetic look we want and determine our 'mods'.
The Netrunner suit I mention, for example, has a built in 'Quickhack Damage Reduction' but this means it has only ONE mod slot available. Give us _both_ mod slots and justify the 'third' built in as an example of an item of the highest quality.
Basically, stop counting 'inherent' properties of equipment as counting against our available mod slots.
But this isn't about that.
I've noticed that either when finding things through gameplay or resorting to spawning items via a console command I am unable to find helmets with a modification slot. I can put a mod in a basebal cap, flat cap, bandana, etc. but I can't put one in a Kabuto, Veterans Helmet, or many of the other helmets. (Exception being the bunny eared helmets...)
I don't have an entire list here, but it does appear to be that most of the helmets just don't have a space for a mod slot any longer.
I have also noticed some items not having TWO mod slots, for example the craftable netrunner inner torso gear (Legendary craftable) only allows a single mod slot, I sat and crafted over a hundred and every single one, just one mod slot. So I'm fairly certain that this is their maximum, which makes no sense, especially as a legendary recipe you only get for devoting 18+ into your Tech attribute and buying that perk.
I'm hoping that for the next patch/pass they go through their itemization and make sure that _every_ item can have the maximum possible slots for its location. For some quality levels restrict that to super rare or not at all, but anything legendary it should always have the possibility of having the full complement of mod slots.
EDIT - I believe this has to do with a new 'natural' mod built in to these items. For example, natural 'melee damage reduction' built in to helmets. I'm cool with items having a special/built in advantage, but these shouldn't also then restrict us from adding our own enhancement. I would suggest allow us to add an extra, and some items are just a little bit better than others OR allow us to remove the 'built in' mod and replace with our own so we can have the aesthetic look we want and determine our 'mods'.
The Netrunner suit I mention, for example, has a built in 'Quickhack Damage Reduction' but this means it has only ONE mod slot available. Give us _both_ mod slots and justify the 'third' built in as an example of an item of the highest quality.
Basically, stop counting 'inherent' properties of equipment as counting against our available mod slots.
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