Fallout 3

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lanceuppercut47

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lanceuppercut47

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About this mod

balances power armor when using FWE and PPA

Requirements
Permissions and credits
PPA and FWE Armor Balancer v1.5



you will need:

(REQUIRED) FWE: main files plus 6.03a hotfix (http://www.fallout3nexus.com/downloads/file.php?id=2761)
(REQUIRED) PPA main files plus "FWE 6 compatibility file (http://www.fallout3nexus.com/downloads/file.php?id=13361)
(OPTIONAL) Expanded Talon Company main file plus FWE plugin (http://www.fallout3nexus.com/downloads/file.php?id=5483)

load my ESP with FOMM, after the "PPA FWE.esp" (my load order has the FWE esp's loading first, then the PPA ones, it has the required files set as masters so you shouldn't go wrong there.

"PPA - FWE 2.esp" = main file
"PPA - FWE Tougher NPC Power Armour.esp" = optional file to make NPC PA wearers have better condition PA which makes them tougher
"PPA - FWE TalonExtraArmor.esp" = optional file if used with expanded talon company mod



v1.0 - first release
v1.1 - tweaked weight of depleted ceramic ultracapacitor/fission battery
v1.2 - tweaked max value of fitted armor up from 10% to 25%, decreased non fittable armor value by 50%, increased price by 50% of underarmor
v1.3 - tweaked weight that the PA accounts for, now its -20lbs/-10lbs/0 depending on training, moved adv PA down to 18, added additional esp
v1.4 - increased composite t45d weight to 46 to go above FWE's armor-accounts-for-X%-of-its-weight feature to fit in with v1.3's weight changes, defined unique PA better and added talon company esp for "expanded talon company" mod compatibility
v1.5 - fixed tesla


i thought that PPA was a good mod as was FWE but together they made PA a bit too powerful and i found myself ignoring other armors as PA did anything and everything. which is a shame as the FWE team did so much work doing a good job on balancing things but i liked the PPA mods too much to give them up. i didn't want to weaken the PA to accomodate the mods as that would ruin FWE's balance by making enemies weaker..

i found myself taking PA over everything else as PPA added so much it was a one size fits all solution, now that i've added weight i now have to choose between heavily armored therefore not much carrying capacity or go in light, or even forgo PA and use lighter armor for extra carry space.



this patch (you still need the optional PPA FWE patch, as this is a patch for that patch heh) which does the following:

1) halved effectiveness of PPA add-on effects or made them less overpowering.

2) all PA will offer increasing levels of rad resist, agility, perception modifiers based on levels of PA training (none/basic/advanced), on top of that, the unique variants have special differences when you reach advanced PA training:

enclave onyx = +stealth
composite t45d = +action points
hardened t51b = +rad resist

-with no PA training (-20lbs, -10 AGL, -2 PER) i felt that you can use use the armor basically as a way to absorb more damage, its not going to be very useful outside of certain situations.

-with basic PA training (-10lbs, -5 AGL, -1 PER), i felt that once i got PA, i tended to ignore everything else so the penalties are still high enough that the PA is useable but its not perfect as you're still learning the ropes.

-with advanced PA training, i took away the benefits because at that point you've mastered how to use it without penalty but also the mods will take care of extra bonuses. moved the perk to level 18.

3) reduced the value of fitted armor (hey its fitted to you, who else is going to be exactly your size/shape so the price reflects that), but really i did this as a workaround to the fact that FWE with any condition armor when fitted it repairs to 100% so its a dirty way of making profit and this stops that.

4) increased underamor value, they are quite useful when you consider the extra bits and pieces it can add to PA.

5) tweaked weight to the item mods themselves to make the player less overpowering, the idea was that you could load up on add ons and be a better character but at the cost of weight or go in with the basic suit/helmet.



to do list:
-integrate the onyx to FWE's stealth list and somehow disable its current crouch to activate (its a script, grr!)
-create FNV version for PPA/PNV