About this mod
A change in the game's multiple Power Armors to make them more lore friendly, and actually worth using.
- Requirements
- Permissions and credits
Power Armor (Now named T-45d Power Armor), Brotherhood Power Armor, Lyon's Pride Power Armor and Outcast Power Armor:
DR: 45
Effects: +50 lbs, +2 STR, -2 AGL, +10 Big Guns, +10 Small Guns, +25 Rad Resistance
Power Armor Helmet (Now Named T-45d Power Helmet), Brotherhood Helmet, and Outcast Helmet:
DR: 10
Effects: +10 Action Points, +1 PER, +10 Rad Resistance
Linden's Outcast Power Armor:
DR: 45
Effects: +50 lbs, +2 STR, -1 AGL, +20 Big Guns, +30 Rad Resistance
Prototype Medic Power Armor:
DR: 40
Effects: +50 lbs, -1 AGL, +20 Medicine, +30 Rad Resistance
Tesla Armor:
DR: 55
Effects: +50 lbs, +2 STR. -1 AGL, +20 Energy Weapons, +50 Rad Resistance
Tesla Helmet:
DR: 15
Effects: +30 Action Points, +1 PER, +5% Critical Hit Chance, -1 CHR, +25 Rad Resistance
Enclave Power Armor (Now Named Advanced Power Armor Mk II):
DR: 50
Effects: +50 lbs, +3 STR, -2 AGL, +10 Big Guns, +10 Energy Weapons, +40 Rad Resistance
Enclave Power Helmet (Now Named Advanced Power Helmet Mk II):
DR: 10
Effects: +30 Action Points, +1 PER, +5% Critical Hit Chance, -1 CHR, +15 Rad Resistance
Enclave Hellfire Armor (Broken Steel):
DR: 60
Effects: +50 lbs, +3 STR, -1 AGL, +40 Fire Resistance, +15 Big Guns, +60 Rad Resistance
Enclave Hellfire Helmet (Broken Steel):
DR: 20
Effects: +30 Action Points, +1 PER, +5% Critical Hit Chance, -1 CHR, +10 Fire Resistance, +20 Rad Resistance
T-51b Power Armor:
DR: 63
Effects: +50 lbs, +3 STR, -1 AGL, +15 Big Guns, +15 Small Guns, +50 Rad Resistance
(Now reparable with Advanced Power Armor Mk II)
T-51b Power Helmet:
DR: 22
Effects: +30 Action Points, +1 PER, +1 CHR, +10% Critical Hit Chance, +25 Rad Resistance
(Now reparable with Advanced Power Helmet Mk II)
Winterized T-51b Power Armor (Operation: Anchorage):
DR: 60
Effects: +50 lbs, +3 STR, -1 AGL, +15 Big Guns, +15 Small Guns, +50 Rad Resistance
(Now reparable with Advanced Power Armor Mk II)
Winterized T-51b Power Helmet (Operation:Anchorage):
DR: 20
Effects: +30 Action Points, +1 PER, +1 CHR, +10% Critical Hit Chance, +25 Rad Resistance
(Now reparable with Advanced Power Helmet Mk II)
Lord Ashur's Power Armor (The Pitt):
DR: 45
Effects: +40 lbs, +1 STR, +1 LCK, +1CHR, -1 AGL, +10 Speech, +20 Rad Resistance
Tribal Power Armor (The Pitt):
DR: 40
Effects: +30 lbs, +1 STR, +1 LCK, -1 AGL, +15 Action Points, +15 Melee Weapons
The Enclave's Power Armors have a higher Radiation Resistance since they were all developed after the bombs fell, making Radiation a much more pressing concern. The Armors from The Pitt have less carry weight and DR since they are incredibly broken down and made from scavenged materials compared to other sets. This mod doesn't change any textures, item codes or values, mob behaviors, or item locations.
Bugs:
I haven't noticed any bugs, but it would most likely conflict with any other mod that alters Power Armor.
Installation:
Download the archive and extract the relevant files to your Fallout 3 Data directory, open your Fallout 3 launcher, click Data Files and activate the necessary files for whichever DLCs you have. Or use FMM. Make sure to remove any equipped Power Armor before removing or updating the mod, or you might experience the infamous permanent stat change bug.
Edits:
v1.1 Fixed the Hellfire Armor to grant +15 to the Big Guns skill.
v1.2 Changed the name of the T-45d Power Armor Helmet to T-45d Power Helmet, it just sounds better. Fixed the item health for Lyon's Pride Power Armor from 150 to the intended 1500.
v1.3 Hopefully final update. Meshed the Vanilla file and the patch into one file, fixed the repair list for Tesla Armor, changed the repair list for T-51b from the T-45d to Advanced Power Armor Mk II, prettied up the file.
v1.4 Actual final update, I swear. Fixed the Winterized T-51b Power Armor using the wrong enchant and repair list and reduced the DR slightly due to ease of acquisition.