Fallout New Vegas

About this mod

Version 2.0 of classic style heavy power armor mod that adds lots of new features and content, including animations, sound effects, and native TTW support.

Requirements
Permissions and credits
Changelogs
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"You are out of uniform, soldier! Where is your power armor?"


Well, here it is.



Features
  • Classic Style Power Armors: Larger than life and retro looking, taking inspiration from the classic Fallout games.
  • Titans of The Two Wastelands: Native TTW support, just plug-and-play.
  • Titans of Steel: Vanilla+ style  that greatly enhances the appearance of all power armors without affecting performance nor breaking graphics cohesion.
  • Stronger Power Armor: Highly customizable gameplay settings, from basic stats like DR/DT and item health, to layered resistances andnew extra abilities. Make yourself from slightly stronger to utterly OP.
  • High Compatibility: The code has been rewritten from ground up from 1.0, favoring non-destructive scripted changes, with many built-in patches included.
  • Procedural Skeleton: No character skeleton requirement. Everything is generated procedurally at game launch.
  • Improved True Scaling: Scale character size up non-uniformly, without affecting weapon and head.
  • Pip-Boy Integration: Integrates Pip-Boy into the power armor bracer, automatically hides Pip-Boy Glove, eliminating the need for any external Pip-Boy remover mod.
  • In-Game Customizations: All settings can be adjusted at any time during gameplay, through the use of Mod Configuration Menu.
  • Power Armor Animations: With over 1.5K animation files in total, covering almost every type of weaponry and movements.
  • Sprinting Animations: A slow and heavy power armor sprint animation replacer for Just Vanilla Sprint (or Just Assorted Mods), reminiscent of the sprite animation in the classic Fallout games. The latest version is included in Enhanced Movement.
  • Movement Sounds: Contextual footstep, jumping, and landing sound effects, covering all ground materials in the game. Satisfying and crunchy.
  • Item Restorations: Remnants Tesla Armor and Scorched Sierra Helmet are restored.
  • Fitted H2H Weapons: Fit H2H weapons to the new power armors. Fitted weapons include all
    mechanical fist weapons and all variants of weapon gauntlets.
  • Vanilla Friendly: All of the content is calibrated for vanilla game. Everything has a similar level of detail.




Detailed Information
Animation List
Spoiler:  
Show

Base Animations
Animations: Idle, Walking, Running, Jumping, Landing, Sneaking, Sneak Jumping
Sprint
Affected: JAM/JVS
Animations: 1st Person Sprinting, 3rd Person Sprinting
Unarmed
Affected:  All unarmed weapons
Animations: Standing, Sneaking, Attacks, Power attacks
Two-Handed Melee

Affected:  All 2H melee weapons
Animations: Standing, Sneaking, Attacks, Power attacks
Grenades


Affected: Grenades only
Animations: Standing, Standing IS, Sneaking, Sneaking IS
Pistol+SMG
Affected: All
Animations: Standing, Standing IS, Sneaking, Sneaking IS
Small Rifles (2HA)


Affected: Small to medium sized guns that use 2HA animations (12.7mm SMG, Assault & Marksman Carbines, Laser RCW, Plasma Rifles, Service
Rifles, .45 Auto SMG, LAER, Grenade APW, Light Machine Gun)

Animations: Standing, Standing IS, Sneaking, Sneaking IS
Small Rfiles (2HR)


Affected: Small to medium sized guns that use 2HR animations (Any weapon that uses the lever action rifle, caravan shotgun, or laser rifle animations)
Animations: Standing, Standing IS, Sneaking, Sneaking IS
Big Rifles


Affected: Large rifles that have to be held with both hands (Hunting rifles, sniper rifles, gauss rifles, anti-material rifles, battle rifles, DM automatic rifles, plus any compatible 2HA/2HR weapon not included in the small rifles sets)
Animations: Standing, Standing IS, Sneaking, Sneaking IS
Miniguns


Affected: All minigun style weapons
Animations: Standing, Standing IS, Sneaking, Sneaking IS
Shoulder-Mounted Weapons

Affected: All shoulder-mounted weapons except nuke launchers
Animations: Standing, Standing IS, Sneaking, Sneaking IS


Item Restorations
Spoiler:  
Show
Remnants Tesla Armor Restored: The full armor set can now be obtained in the Remnants Bunker. One of the armor stasis pods in the bunker, the third one from the left, has been replaced by a tesla variant. It can only be opened if you interact with it while wearing a full set of regular remnants power armor. The script works retroactively so the armor set is always obtainable even if you have already been to the Remnants Bunker and/or collected the required items.

Scorched Sierra Helmet Restored: The helmet is restored if neither Lonesome Road - Scorched Sierra Power Helmet nor JSawyer Ultimate are active. It
can be found on Colonel Royez's body in the Long 15 once he's killed. If he's already dead prior to this update, then the console command "Player.AddItem TNWArmorScorchedSierraHelmet" can be used to insert the item.


Improved Power Armor Stats
Spoiler:  
Show
All resistances and abilities except radiation can be toggled on and off at any time during gameplay. The default preset has DT/DR, item condition, increased strength, fire resistance, energy resistance (set to all), and limb DR enabled.
Remnants Power Armor
    Condition: 1600
    DR: 60%
    DT: 40
    Rad: 55%
    Fire: 30%
    Energy: 25%
    Poison: 30%
    Explosive: 25%
    Abilities: STR +4, Limb DR +50%, Ignore Crippled Limbs
Remnants Power Helmet
    Condition: 180
    DR: 0%
    DT: 10
    Rad: 15%
    Fire: 0%
    Energy: 5%
    Poison: 0%
    Explosive: 0%
    Abilities: PER +2, CHR -1, Accuracy +15%, Crit Chance +5%, AP +20
Remnants Tesla Armor
    Condition: 1600
    DR: 55%
    DT: 38
    Rad: 55%
    Fire: 30%
    Energy: 40%
    Poison: 30%
    Explosive: 25%
    Abilities: STR +4, Limb DR +50%, Ignore Crippled Limbs, +10 Energy Weapons
Remnants Tesla Helmet
    Condition: 180
    DR: 0%
    DT: 9
    Rad: 15%
    Fire: 0%
    Energy: 15%
    Poison: 0%
    Explosive: 0%
    Abilities: PER +2, CHR -1, Accuracy +15%, Crit Chance +5%, AP +20
T51b Power Armor
    Condition: 2000
    DR: 50%
    DT: 36
    Rad: 30%
    Fire: 30%
    Energy: 20%
    Poison: 20%
    Explosive: 20%
    Abilities: STR +3, Limb DR +40%, Ignore Crippled Limbs
T51b Power Helmet
    Condition: 200
    DR: 0%
    DT: 8
    Rad: 10%
    Fire: 0%
    Energy: 0%
    Poison: 0%
    Explosive: 0%
    Abilities: PER +2, CHR +1, Accuracy +10%, Crit Chance +3%, AP +15
T45d Power Armor
    Condition: 1000
    DR: 40%
    DT: 30
    Rad: 25%
    Fire: 20%
    Energy: 15%
    Poison: 15%
    Explosive: 15%
    Abilities: STR +2, AG -1/Sneak -10, Limb DR +30%, Ignore Crippled Limbs
T45d Power Helmet
    Condition: 125
    DR: 0%
    DT: 6
    Rad: 5%
    Fire: 0%
    Energy: 0%
    Poison: 0%
    Explosive: 0%
    Abilities: PER +1, Accuracy +5%, Crit Chance +2%, AP +10
Scorched Sierra Armor
    Condition: 1600
    DR: 45%
    DT: 32
    Rad: 25%
    Fire: 50%
    Energy: 15%
    Poison: 15%
    Explosive: 15%
    Abilities: STR +2, HP +1, Limb DR +30%, Ignore Crippled Limbs
Scorched Sierra Helmet
    Condition: 180
    DR: 0%
    DT: 8
    Rad: 5%
    Fire: 10%
    Energy: 0%
    Poison: 0%
    Explosive: 0%
    Abilities: PER +2, HP +1, Accuracy +5%, Crit Chance +3%, AP +20
Salvaged Power Armor
    Condition: 1000
    DR: 35%
    DT: 28
    Rad: 0%
    Fire: 20%
    Energy: 10%
    Poison: 0%
    Explosive: 10%
    Abilities: AG -2/Sneak -20, Limb DR +20%
Salvaged Power Helmet
    Condition: 125
    DR: 0%
    DT: 5
    Rad: 0%
    Fire: 0%
    Energy: 0%
    Poison: 0%
    Explosive: 0%
    Abilities: n/a




Requirements



Installation
Load Order: Like with other graphical mods, keep it low on the mod list. Load mods that affect power armor meshes/animations before Titans to prevent the meshes/animations in Titans from being overwritten (For example Yukichigai Unofficial Patch - YUP); Load power armor retextures after Titans to overwrite the textures (and choose the Legacy option during installation).

If using Enhanced Movement, neither of the included sprint patches are needed.



Load Order of Loose Files
Here are some things to look out for when setting up the load order of loose files.
  • Armor meshes & textures: Titans uses default file paths when possible, so let Titans overwrite mods that modify meshes/textures, most notably YUP.
  • Unarmed Weapon Meshes: These are needed to fit the weapon onto power armors. Avoid overwriting these meshes if you want these weapons to fit.
  • Launcher Weapon Meshes: SMMG, missile launchers, tesla cannons, etc. These are needed for the launcher animation set. Avoid overwriting these meshes if you want to use the one-handed launcher animations.
  • 3rd Person Assorted Animations: The few launcher animations are required for the launcher animation set to restore the weapon to its normal state when out of power armor.
  • Magazine Textures: The cover of Future Weapons Today magazine is replaced. This includes a texture for the magazine game object and one of the loading screens. If using some sort of magazine and/or loading screen replacer and you want to have that over the Titans version, load them after Titans.



Recommended Mods
3rd Person Camera Overhaul
Fixes some 3rd person perspective issues and has native Titans support. Also recommended for its scope toggling feature, to see the Big Rifle animations on some scoped weapons.

Aim Transition Patch (NVSE)
Fixes the animation bug where the player character's spine would snap out of place when aiming in 3rd person. Highly recommended if you plan to use 3rd person perspective more.

Classic Fallout Weapons Remastered
For more classic weapons. Various weapons in the mod will automatically be added to use Titans animations. They are: AK-112 Assault Rifle, Bull of Steel, Colt Rangemaster Hunting Rifle, FN FAL, H&K CAWS, H&K G11, M60, M72 Gauss Rifle, Mojave Rattler, Pancor Jackhammer, Tommy Gun, Winchester City-Killer, XL70, YK42B Pulse Rifle.



Compatibility
Tales of Two Wastelands: Fully Compatible

Diagonal Movement: Fully Compatible

360 Movement: Fully Compatible
No support for sneak animations with weapon out.

Armed to the Teeth - Redux: Fully Compatible
Requires ATTT Compatibility Files under Optional Files to activate. Make sure they are overwriting the loose files in ATTT. It is recommended to install them as a separate mod for keeping everything clean and easy to update. The load order between ATTT and Titans does not matter.

Pipboy Holo Panel ESPless: Fully Compatible

Modded Pip-Boys: Fully Compatible

Enhanced Movement: Fully Compatible

Just Vanilla Sprint / Just Assorted Mods: Fully Compatible
Patches included. They are however redundant if Enhanced Movement is used.

Texture Mods: Fully Compatible / Compatible
Titans comes with its own texture/mesh pack in the Titans of Steel. Pick the "Legacy" option during installation if you wish to use an external texture mod. You will likely have to find a patch to make it fully work.

Modded Power Armors: Compatible
Patch is needed for full functionality, also some form of a Pip-Boy remover is likely required. See Webb's Titans of The New West Patch Emporium for patching specific armors and just mods in general.

Shoulder-Mounted Weapons: Partial-Compatible
The launcher animation set requires the included 2HL weapon loose files to work, so avoid overwriting them, or overwrite them and disable the animation set. Non-compatible weapons will still use default animations.



Conflicts/Incompatibilities
Here's a list of mods that have conflicts or outright incompatible. Some of them I can't confirm and am just going by user posts.



Notes
Save Baked Variables:
  • Character/object scaling is save baked. Entering Remnants Bunker will also trigger an event to scale up the display power armors and stasis pods.
  • Unequipping Pip-Boy Glove is save baked.

Compatibility Files: Everything I upload is open (mostly under Creative Commons), but that doesn't apply to these compatibility files, because I can't grant permission by proxy. So just to keep things clear, I have put uploaded them as a separate file. If you wish to do something to the ATTT Compatibility Files, please go look into the permission rules of the original ATTT mod and/or contact the author Quicksilver500 first.

Patches: See Webb's Titans of The New West Patch Emporium for the biggest collection of armor and mod patches. NeonNito has patches for mods like TTW Tweaks and Rebuild the Capital. RagamuffinSkullman has some misc patches as well.

Modding: For anything related to modding and patching, see articles for details.



Limitations
  • Pip-Boy Integration only works on player. There is no plan to extend this feature to NPCs.
  • While fitted, some of the mechanical H2H weapons will still experience some amount of clipping on certain armors, also the gloves are not modified. This is as far as I can take it without replacing the weapon models themselves.
  • Some H2H weapons are not fitted, mainly the lower tier weapons like brass knuckles and whatnot. The priority to make these weapons fit is very low.
  • Character scaling does not account for non-standard values, with the exception of Arcade Gannon and Charon in TTW.
  • Minigun iron sight animations currently are player only. A little hack was involved in making these work so they won't behave exactly as others. There's a minor issue that if you release the iron sight key while shooting down sight, the animation won't pop back to hip shooting.
  • All animations are 3rd person only unless stated otherwise and there are no plans to add any 1st person animations.



Problems Related To Vortex
Vortex has been the common denominator for a lot of the strange problems reported here. Many were magically fixed when the user switched to MO2. Why is that the case, I have no idea. I have never used Vortex ever, nor do I see the point, especially as somebody who dabbles in mod making.

This mod and all of its basic features have been tested to death at this point. I've had this mod activated for a very long time, since even before the day of release. I have went through countless of load order rearrangements, switching back and forth between NV and TTW, adding and removing mods, testing different things, etc, and not once, did this mod ever break or malfunction, except the few occasions when I knowingly paired it with incompatible mods.

What you do with this information is up to you. I'm just putting this out there. If you're on Vortex and the mod doesn't work or something weird happens, all I can say is it's either an user error or Vortex itself. If you're having trouble setting up the mod properly, look into the Vortex help desk and tutorials. If you believe the problem has something to do with Vortex itself, maybe switch to MO2. Either way, you're on your own and I can't help you any more than this.



Troubleshooting
"Everything works except the animations"
Most likely caused by 3rd person movement animations overhaul. Despite the claim of compatibility by the author, the two mods have never been compatible, ever. The author went out of his way to build the "patch" off of an outdated Titans JSON. Even on the release day of his mod, it was already outdated by 4 months. It does nothing but breaks the animations in Titans, and has since day one. The Frozen Movement mods are also known to cause the same issue.

"The minigun iron sight animations don't work even though the mod option is on"

Issue in xNXSE 6.3.0. Update Titans to 2.0.60a+ and/or update xNVSE to 6.3.1+.

"Everybody is holding an invisible minigun in my game"

Something is set up wrong or installed incorrectly on your end. Make sure all of the hard required script extenders are installed and up to date. Make sure the main Titans mod .esp plugin file is activated.

"The mod requires both JVS and JAM"
It doesn't. Disable the unnecessary plugin files.

"NPCs wearing salvaged power armor are holding their minigun upside down"
Issue in xNXSE 6.3.0. Update Titans to 2.0.60a+ and/or update xNVSE to 6.3.1+.

"Such-and-such armor is still the default model but everything else like the scaling and animations are working"
The Titans models are overwritten by another mod. Make sure Titans is loaded AFTER these other mods that contain power armor models.

"My glove keeps disappearing"
Uncheck the "Hide Pip-Boy Glove" option in the Titans MCM menu, under the Pipboy tab.

"When I open pipboy, the screen is blocked by my power armor"
Make sure all of the hard required script extenders are installed and up to date. If everything is up and running, and you're loading a save where the character hasn't a pipboy equipped, as in you were using some sort of pipboy hider, then check the "Enable Pip-Boy Integration" option or click the "Reset Pip-Boy" option in the Titans MCM menu, under the Pipboy tab. It has also come to my attention that controller use can cause this.



Credits
  • Arkaan and Smiling Killer for the original model and texture of T51b Power Armor gloves.
  • Special shoutout and thank you to WebbProductions2020 for helping me out with TTW, playtesting the mod, and countless of other things.



Support
Donations here are more than appreciated.